Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 8805239" data-attributes="member: 4937"><p>I feel like this is at best a half-truth. Yes, it is easy for the first few levels to lose characters regularly, but at those levels characters are also easy to replace. Yes, if you could get the treasure without fighting that would be a win, but the trouble is that there are almost no published examples of play that show that as a viable option (even among early modules such as the A or G series) nor do the guidelines in 1979's DMG give us examples of dungeon construction that make combat avoidable and non-viable. Yes, paths are provided to evade pursuit or to negotiate with non-hostile creatures, but you don't get XP for that. Yes, it was necessary to be tactical and thoughtful in how you approached combat, but that's not the same tng. The normal D&D cycle for as long as I've been playing was always, "Kill things and take their stuff." Killing things was often the only viable way to take any things stuff, especially at low levels where thievery was basically impossible. And even then, most character concepts weren't particularly stealthy. </p><p></p><p>Yes, it is true that a majority of your XP would come from treasure, but a tiny minority of treasure could be taken without a fight of some sort. And what percentage of your treasure came from XP depended very much on the campaign you played. If you took the rules for treasure in the Monster Manual as gospel, only about 2/3rds of your XP would come from treasure. Published modules made treasure much more abundant than the rules for treasure types, but again, published modules - especially Gygaxian modules - as examples of play strongly privilege combat as the means of victory.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8805239, member: 4937"] I feel like this is at best a half-truth. Yes, it is easy for the first few levels to lose characters regularly, but at those levels characters are also easy to replace. Yes, if you could get the treasure without fighting that would be a win, but the trouble is that there are almost no published examples of play that show that as a viable option (even among early modules such as the A or G series) nor do the guidelines in 1979's DMG give us examples of dungeon construction that make combat avoidable and non-viable. Yes, paths are provided to evade pursuit or to negotiate with non-hostile creatures, but you don't get XP for that. Yes, it was necessary to be tactical and thoughtful in how you approached combat, but that's not the same tng. The normal D&D cycle for as long as I've been playing was always, "Kill things and take their stuff." Killing things was often the only viable way to take any things stuff, especially at low levels where thievery was basically impossible. And even then, most character concepts weren't particularly stealthy. Yes, it is true that a majority of your XP would come from treasure, but a tiny minority of treasure could be taken without a fight of some sort. And what percentage of your treasure came from XP depended very much on the campaign you played. If you took the rules for treasure in the Monster Manual as gospel, only about 2/3rds of your XP would come from treasure. Published modules made treasure much more abundant than the rules for treasure types, but again, published modules - especially Gygaxian modules - as examples of play strongly privilege combat as the means of victory. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
Top