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General Tabletop Discussion
*TTRPGs General
Are xp/levels/advancement necessary?
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<blockquote data-quote="Ourph" data-source="post: 3302586" data-attributes="member: 20239"><p>I don't think it's necessary to deemphasize combat, but limiting treasure is obviously the solution to keeping the encounters from getting out of whack. It's really not that difficult if the DM simply never gives magic items outside the power-level he is setting the game at, never allow PCs to buy magic items outside the power-level he is using and doesn't allow item-creating PCs to create items outside the power-level he is using.</p><p></p><p>When it comes to giving the PCs reasons to continue to adventure beyond leveling up and gaining more magic items, it's not really THAT difficult, is it? I mean most people use some sort of plot-hook to introduce their adventures in-game anyway. The plot-hook, if it's compelling at all for the PCs, should be compelling with or without leveling and magic items as an additional reward. There are lots of uses for money other than buying better equipment in a limitless game world. There are lots of in-character reasons to go into dangerous places and do dangerous stuff in a limitless game world as well.</p><p></p><p>IMO the main problems are 1) finding ways to avoid re-using the same opponents over and over again (this can be done with a few new monster books and a little conversion work) and 2) coming up with interesting carrots for the PCs to follow that makes sense in-character and that the players also find compelling. Doing both of those things might require a little more work than average DMing, but it's far from impossible and I suspect that a lot of DMs here at ENworld (who are already above average) already do those things even when they continue to use levels and advancement in their games.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3302586, member: 20239"] I don't think it's necessary to deemphasize combat, but limiting treasure is obviously the solution to keeping the encounters from getting out of whack. It's really not that difficult if the DM simply never gives magic items outside the power-level he is setting the game at, never allow PCs to buy magic items outside the power-level he is using and doesn't allow item-creating PCs to create items outside the power-level he is using. When it comes to giving the PCs reasons to continue to adventure beyond leveling up and gaining more magic items, it's not really THAT difficult, is it? I mean most people use some sort of plot-hook to introduce their adventures in-game anyway. The plot-hook, if it's compelling at all for the PCs, should be compelling with or without leveling and magic items as an additional reward. There are lots of uses for money other than buying better equipment in a limitless game world. There are lots of in-character reasons to go into dangerous places and do dangerous stuff in a limitless game world as well. IMO the main problems are 1) finding ways to avoid re-using the same opponents over and over again (this can be done with a few new monster books and a little conversion work) and 2) coming up with interesting carrots for the PCs to follow that makes sense in-character and that the players also find compelling. Doing both of those things might require a little more work than average DMing, but it's far from impossible and I suspect that a lot of DMs here at ENworld (who are already above average) already do those things even when they continue to use levels and advancement in their games. [/QUOTE]
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Are xp/levels/advancement necessary?
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