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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Beyond the encounter: rules for pacing and downtime.
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<blockquote data-quote="Doug McCrae" data-source="post: 5915800" data-attributes="member: 21169"><p>I'm worried that the PCs would find it more lucrative to ambush other adventuring parties, and stop going down dungeons. It's a potential problem with gold as a reward. If there's an easier way to make gold than getting it from dungeons - taking it from other parties, becoming a merchant, investing in business, becoming the guy who hires parties: an adventurer manager rather than an adventurer - then there's a risk that the PCs could avoid dungeons altogether. That's a problem, because that's the most entertaining form of play, it's what D&D is geared for, and it's easier for the GM to create interesting content in that play mode.</p><p></p><p>Staying as far back as possible is the smartest of smart play in D&D - Tomb of Horrors was first beaten by sending in a small army of orc slaves to set off all the traps. Refusing to enter the dungeon at all is just that tactic taken to a higher level of refinement, imo.</p><p></p><p>A solution does occur to me though, which is only to award xp for gold and magic items the PCs acquire by dungeon delving. Xp for gold and magic items is a wholly gamist construct anyway, so it doesn't matter that this wouldn't be realistic.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5915800, member: 21169"] I'm worried that the PCs would find it more lucrative to ambush other adventuring parties, and stop going down dungeons. It's a potential problem with gold as a reward. If there's an easier way to make gold than getting it from dungeons - taking it from other parties, becoming a merchant, investing in business, becoming the guy who hires parties: an adventurer manager rather than an adventurer - then there's a risk that the PCs could avoid dungeons altogether. That's a problem, because that's the most entertaining form of play, it's what D&D is geared for, and it's easier for the GM to create interesting content in that play mode. Staying as far back as possible is the smartest of smart play in D&D - Tomb of Horrors was first beaten by sending in a small army of orc slaves to set off all the traps. Refusing to enter the dungeon at all is just that tactic taken to a higher level of refinement, imo. A solution does occur to me though, which is only to award xp for gold and magic items the PCs acquire by dungeon delving. Xp for gold and magic items is a wholly gamist construct anyway, so it doesn't matter that this wouldn't be realistic. [/QUOTE]
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Beyond the encounter: rules for pacing and downtime.
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