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General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="Lanefan" data-source="post: 8806107" data-attributes="member: 29398"><p>The other class with evasion features - Ranger - is well worth playing, however. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In a game where xp-for-gp is a thing, yes. I think it was [USER=3854]@Quasqueton[/USER] who once (i.e. 10+ years ago!) did some analyses in this forum of xp and treasure form classic modules, I think in an effort to prove 1e advancement rates weren't that dissimlar to 3e; and he found that the vast majority of xp came from treasure assuming the PCs found most or all of it (which IME isn't always the case).</p><p></p><p>In 40 years of 1e and variants, I've never played in or run a game that gave xp for treasure.</p><p></p><p>When looking at mostly monster-based dungeons maybe with a BBEG at the end, your analysis isn't far off here. Though even in Caves of Chaos a diplomatic party can potentially make a lot of headway by finding a way to play some of the monster groups off against each other.</p><p></p><p>But not all adventures are like that. Even by 1983 we started seeing wilderness adventures, city adventures, etc., and in those - particularly city ones - it's more than possible to get a very long way through sheer evasion and bluff if one has the right party for it. Gygax might not have been planning for this type of play, but he blundered into allowing for it anyway with the rule that bypassing monsters or threats gave the same xp as defeating them.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8806107, member: 29398"] The other class with evasion features - Ranger - is well worth playing, however. :) In a game where xp-for-gp is a thing, yes. I think it was [USER=3854]@Quasqueton[/USER] who once (i.e. 10+ years ago!) did some analyses in this forum of xp and treasure form classic modules, I think in an effort to prove 1e advancement rates weren't that dissimlar to 3e; and he found that the vast majority of xp came from treasure assuming the PCs found most or all of it (which IME isn't always the case). In 40 years of 1e and variants, I've never played in or run a game that gave xp for treasure. When looking at mostly monster-based dungeons maybe with a BBEG at the end, your analysis isn't far off here. Though even in Caves of Chaos a diplomatic party can potentially make a lot of headway by finding a way to play some of the monster groups off against each other. But not all adventures are like that. Even by 1983 we started seeing wilderness adventures, city adventures, etc., and in those - particularly city ones - it's more than possible to get a very long way through sheer evasion and bluff if one has the right party for it. Gygax might not have been planning for this type of play, but he blundered into allowing for it anyway with the rule that bypassing monsters or threats gave the same xp as defeating them. [/QUOTE]
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