A recent interesting thread brought up some comparisons between 4e and B/X D&D as far as balance is concerned.
Moldvay Basic has this to say (p B45):
The DM may choose treasures instead of rolling for them randomly . . . The choices should be made carefully, since most of the experience the characters willl get will be from treasure (usually 3/4 or more). It will often be easier for the DM to decide how much experience to give out (considering the size and levels of experience of the party) and place the treasures to give this result. However, the monsters should be tough enough to make sure that the characters earn their treasure!
And under the heading "Everything is balanced", at p B60
The DM should try to maintain the "balance of play". The treasures should be balanced by the dangers. Some groups prefer adventures where advancement between levels is swift. In such a case, since the treasures are generally greater, the monsters should be "tougher". Other groups prefer adventures where character develoment is more important, and advancement is slower. If the monsters are too tough, and if the parties are reduced by many deaths, then few characters will ever reach higher levels.
The Cook/Marsh Expert book says some interesting stuff too (pp X43, 57, X59):
As the campaign goes on, the DM should be especially careful when placing treasures, as these will become even more important in determing the rate at which the characters gain levels and power. They can be the major tool the DM uses to balance the campaign.
. . .
The number of creatures encounterd will depend upon the size of the adventuring party.
. . .
An entire evening can be spoiled if an unplanned wilderness encouner on the way to the dungeon goes badly for the party. The DM must use good judgement in addition to random tables. Encounters should be scaled to the strength of the party . . .
A few things in particular stand out for me.
One is that no option is suggested for groups that want rich character development and rapid advancement.
A second is that the referee, not the players, is assumed to be principally in control of the rate of XP acquisition.
A third is that it seems to be taken for granted that it is the referee, and not the players, who has primary control over the difficulty of the encounters the PCs face - and that the referee therefore has a special responsibility to make sure that those encounters are appropriately balanced. (Appropriate to (i) party strength and (ii) desired rate of advancement.)
A fourth is that it seems to be assumed that most acquisition of treasure will require dealing with monsters - who should therefore be "tough enough" to make sure that the treasure is earned. Stealth-style looting without killing doesn't seem to be expressly canvassed.
Other thoughts? Is this as radically different from the 4e approach to scenario design and treasure placement as is sometimes suggested?
Is it possible to run a game that has the pace of Monty Haul, but sets up the scenarios/situation so that interest is maintained?
I was thinking of character personality and goals deeply integrated into the campaign world. [MENTION=23935]Nagol[/MENTION]'s above this post fits what I had in mind.By rich character development, do you mean RP? Or something else?
I think in default 4e play XP acquisition is not really under the GM's control; it is about one level-equivalent encounter's worth per hour (and the DMG2 "XP for free roleplaying" rule reflects this).That has always been the case. When I was still running 3e, I've literally never had a player tell me they should have gotten "this" amount of XP. By 4e (because treasure generation is easier, among other things) I've simply leveled up PCs when I feel like it.
But in a sandbox game, the players are expected to determine how difficult the encounters are that their PCs face.Same.
I think in default 4e play XP acquisition is not really under the GM's control; it is about one level-equivalent encounter's worth per hour (and the DMG2 "XP for free roleplaying" rule reflects this).
But in a sandbox game, the players are expected to determine how difficult the encounters are that their PCs face.
I was thinking of character personality and goals deeply integrated into the campaign world. [MENTION=23935]Nagol[/MENTION]'s above this post fits what I had in mind.
I think in default 4e play XP acquisition is not really under the GM's control; it is about one level-equivalent encounter's worth per hour (and the DMG2 "XP for free roleplaying" rule reflects this).
But in a sandbox game, the players are expected to determine how difficult the encounters are that their PCs face.
I don't see that as an official rule, and even as a guideline I don't think it works for many groups.
That's right.I don't think pemerton is specifically quoting this as a "rule", but more of an effect of the given XP guidelines. Statistically speaking the XP guidelines end up averaging about that amount in actual play.
Sure, but it will be worth more XP, won't it!IME it's hard to cram an above-level encounter into an hour.
Sure, but aren't the players expected to play their PCs in making those choices (eg there's no expectation that the players will simply roll on a "random decision" chart). That's what I had in mind when I said the players get to choose.A minor quibble, but in my sandbox games the PCs are expected to choose where to target their activities based upon information gleaned during play (there are bandits over here, a dragon over there and tombs rumoured to be full of gold and no possible danger down that way!).
But I agree that there is a further issue as to the extent to which, and manner in which, that choice is fully expressed ingame. (For instance, I think LostSoul in his sandbox tells the players the difficulties of various hexes out-of-character rather than relying on the PCs learning this ingame.)

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