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<blockquote data-quote="Edgewood" data-source="post: 5357705" data-attributes="member: 20132"><p>I have been DMing for many years and have encountered these issues from time to time. Take my answers with a grain of salt however. Just because they worked for me and my groups in the past don't necessarily mean that they will work for you. But as they say, nothing ventured....yada yada.</p><p></p><p>1. Too much money can be a real hassle, especially at lower levels. Depending on where your group is playing, you can introduce things in subtle ways. If they are traveling on land (which is normal for 1st level characters) you can have them encounter toll houses where they are charged for use of the road. The better maintained the road is, the higher the toll. (1 gold per leg which would include mounts is a start). You can have the PCs charged a tax for entering your major cities at the gate. (5 gold per person). And of course there is always the requirement that they have to register their adventuring party with the local lord (100 gp each member per game year). And remember, that they can also be harassed by thieves, highwaymen and brigands to aid in lightening their pouches somewhat.</p><p></p><p>2. This comes down to a matter of taste for your group. Players love stuff. Lots of stuff. Don't worry about introducing items to your players, just ensure that it's balanced and makes sense for your game. Also, there is nothing wrong with having items fail, or even cursed for that matter. Go with the flow though. The players want to be challenged and too many magic items and doodads will remove that challenge. Explain that to them.</p><p></p><p>3. I don't play 4e and really can't comment too much on this. I always have player roll for Perception checks.</p><p></p><p>4. If we stop mid dungeon, we simply pick up where we left off. No healing, renewed spells and somesuch. I keep note of the passage of time and know when they need to sleep and what not.</p><p></p><p>5. Food is something that occurs in the background and is not normally roleplayed. It goes along with maintenance of the their equipment, tending to their horses, making camp and using the washroom. It's implied. It only comes into play if it is a real threat, but with clerics that can cast spells that replenish food and water, no point in burdening yourself.</p><p></p><p>6. I have tinkered with that idea many times and in different way. I offer it to them if what they did was entertaining for everyone. It could be for a simple quote to a heroic action. I never set it to a specific amount, I just go with what I felt the action was worth. Don't try to strictly qualify things too much. If one of your PCs tries to remain in character more than the others, then continue to feed that person more XP. The other players will see this and it may be enough of an impetus to get them to join in. Give too much though and you run the risk of garnering resentment (everything is a balance act).</p><p></p><p>7. I have tried many tactics. I find that a varied environment lends itself to tactics being used. It's great to have a room where the BBG and his minions battle the PCs but it can be pretty boring. I try to introduce environment. One battle we had was on the docks of a huge city. There were boats, crates, piers, nets, buildings, ships, gangways, ropes and other typical detritus that afforded varied and creative battle. The players always enjoys that aspect. Don't be shy to have the battle on the edge of a cliff near a waterfall, in a cramped, many pillarded catacomb, or a narrow alleyway. The tactics will come. Also, play the NPCs to their intelligence. If it's low, go easy on the tactics. If it's high, then have their actions reflect that. As far as retreat, well that's an inborn trait that all creatures have, no matter what their intelligence. As for surrender, well that's a trait for the higher intelligence creatures. </p><p></p><p>That's all I have for now. Hope that helps.</p></blockquote><p></p>
[QUOTE="Edgewood, post: 5357705, member: 20132"] I have been DMing for many years and have encountered these issues from time to time. Take my answers with a grain of salt however. Just because they worked for me and my groups in the past don't necessarily mean that they will work for you. But as they say, nothing ventured....yada yada. 1. Too much money can be a real hassle, especially at lower levels. Depending on where your group is playing, you can introduce things in subtle ways. If they are traveling on land (which is normal for 1st level characters) you can have them encounter toll houses where they are charged for use of the road. The better maintained the road is, the higher the toll. (1 gold per leg which would include mounts is a start). You can have the PCs charged a tax for entering your major cities at the gate. (5 gold per person). And of course there is always the requirement that they have to register their adventuring party with the local lord (100 gp each member per game year). And remember, that they can also be harassed by thieves, highwaymen and brigands to aid in lightening their pouches somewhat. 2. This comes down to a matter of taste for your group. Players love stuff. Lots of stuff. Don't worry about introducing items to your players, just ensure that it's balanced and makes sense for your game. Also, there is nothing wrong with having items fail, or even cursed for that matter. Go with the flow though. The players want to be challenged and too many magic items and doodads will remove that challenge. Explain that to them. 3. I don't play 4e and really can't comment too much on this. I always have player roll for Perception checks. 4. If we stop mid dungeon, we simply pick up where we left off. No healing, renewed spells and somesuch. I keep note of the passage of time and know when they need to sleep and what not. 5. Food is something that occurs in the background and is not normally roleplayed. It goes along with maintenance of the their equipment, tending to their horses, making camp and using the washroom. It's implied. It only comes into play if it is a real threat, but with clerics that can cast spells that replenish food and water, no point in burdening yourself. 6. I have tinkered with that idea many times and in different way. I offer it to them if what they did was entertaining for everyone. It could be for a simple quote to a heroic action. I never set it to a specific amount, I just go with what I felt the action was worth. Don't try to strictly qualify things too much. If one of your PCs tries to remain in character more than the others, then continue to feed that person more XP. The other players will see this and it may be enough of an impetus to get them to join in. Give too much though and you run the risk of garnering resentment (everything is a balance act). 7. I have tried many tactics. I find that a varied environment lends itself to tactics being used. It's great to have a room where the BBG and his minions battle the PCs but it can be pretty boring. I try to introduce environment. One battle we had was on the docks of a huge city. There were boats, crates, piers, nets, buildings, ships, gangways, ropes and other typical detritus that afforded varied and creative battle. The players always enjoys that aspect. Don't be shy to have the battle on the edge of a cliff near a waterfall, in a cramped, many pillarded catacomb, or a narrow alleyway. The tactics will come. Also, play the NPCs to their intelligence. If it's low, go easy on the tactics. If it's high, then have their actions reflect that. As far as retreat, well that's an inborn trait that all creatures have, no matter what their intelligence. As for surrender, well that's a trait for the higher intelligence creatures. That's all I have for now. Hope that helps. [/QUOTE]
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