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<blockquote data-quote="Lanefan" data-source="post: 7754737" data-attributes="member: 29398"><p>So am I right in interpreting this to mean you believe these designers intentionally want to incent the sort of metagaming I described?</p><p></p><p>If yes, I can safely ignore their designs and ideas henceforth and not feel like I'm missing anything useful.</p><p></p><p>At the same level? (I assume yes for 4e but that's not the case for all systems and-or tables) The same wealth? The same amount of in-game character knowledge?</p><p></p><p>And if a PC dies halfway through an adventure and isn't revived until the adventure is complete, does that PC still get full xp for the adventure? A full treasury share (and this should be up to the players to decide)?</p><p></p><p>Yes: a PC's simple sense of self-preservation.</p><p></p><p>If I'm playing Jocinda* in H1 and we plow our way through to the final two big set-piece encounters (the first of which is quite good, the second of which needs a lot of fill-in-the-blanks from the DM to make work), it doesn't matter if my character goal is to slay Kalarel and free my ancestor - the trapped knight from the shield, whose name I forget - if I don't survive the pseudo-vampires above.</p><p></p><p>And both those encounters certainly have the potential to be deadly if one gets unlucky and-or dumb and-or doesn't have the right resources in the party, provided the DM doesn't pull her punches.</p><p></p><p>* - though I keep using the name, I've never played a character named Jocinda...that'll have to be my next one, after the five or so other "next ones" already waiting in line. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm talking about both, because no matter how much resources the game gives the players eventually their luck will run out and - unless the DM prevents it somehow - one or more PCs will die.</p><p></p><p>Not sure what you mean about "what resolution methods am I envisaging?" - the coward flees (provided she can safely detach herself from combat her escape is automatic if she knows a safe way out, maybe a skill challenge otherwise) while the rest play out the combat as per usual.</p><p></p><p>And in the extreme case: if the rest of the party get slaughtered, suddenly the coward is now the party! She can go back to town and recruit some replacements (and probably would, once everyone else gets their new PCs rolled up); but now she's the boss. She can hand-pick who comes into what is now her party; and she-as-player can even in meta-speak announce what she'd prefer to see as replacements before anyone does any rolling, should she so desire. (and if she's really ambitious and-or lucky she can sneak back in and loot her fallen comrades before heading back to town, boosting her wealth considerably - wealth she's under no obligation to share with anyone)</p><p></p><p>IME, while this turnover does happen it never happens this quickly; the deaths and replacements are one or two at a time over a series of adventures, and over the long run the coward becomes both the wealthiest (it's nearly unavoidable) and the longest-serving - meaning she's made herself the star in that most of the story continuity is going to end up going through her.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7754737, member: 29398"] So am I right in interpreting this to mean you believe these designers intentionally want to incent the sort of metagaming I described? If yes, I can safely ignore their designs and ideas henceforth and not feel like I'm missing anything useful. At the same level? (I assume yes for 4e but that's not the case for all systems and-or tables) The same wealth? The same amount of in-game character knowledge? And if a PC dies halfway through an adventure and isn't revived until the adventure is complete, does that PC still get full xp for the adventure? A full treasury share (and this should be up to the players to decide)? Yes: a PC's simple sense of self-preservation. If I'm playing Jocinda* in H1 and we plow our way through to the final two big set-piece encounters (the first of which is quite good, the second of which needs a lot of fill-in-the-blanks from the DM to make work), it doesn't matter if my character goal is to slay Kalarel and free my ancestor - the trapped knight from the shield, whose name I forget - if I don't survive the pseudo-vampires above. And both those encounters certainly have the potential to be deadly if one gets unlucky and-or dumb and-or doesn't have the right resources in the party, provided the DM doesn't pull her punches. * - though I keep using the name, I've never played a character named Jocinda...that'll have to be my next one, after the five or so other "next ones" already waiting in line. :) I'm talking about both, because no matter how much resources the game gives the players eventually their luck will run out and - unless the DM prevents it somehow - one or more PCs will die. Not sure what you mean about "what resolution methods am I envisaging?" - the coward flees (provided she can safely detach herself from combat her escape is automatic if she knows a safe way out, maybe a skill challenge otherwise) while the rest play out the combat as per usual. And in the extreme case: if the rest of the party get slaughtered, suddenly the coward is now the party! She can go back to town and recruit some replacements (and probably would, once everyone else gets their new PCs rolled up); but now she's the boss. She can hand-pick who comes into what is now her party; and she-as-player can even in meta-speak announce what she'd prefer to see as replacements before anyone does any rolling, should she so desire. (and if she's really ambitious and-or lucky she can sneak back in and loot her fallen comrades before heading back to town, boosting her wealth considerably - wealth she's under no obligation to share with anyone) IME, while this turnover does happen it never happens this quickly; the deaths and replacements are one or two at a time over a series of adventures, and over the long run the coward becomes both the wealthiest (it's nearly unavoidable) and the longest-serving - meaning she's made herself the star in that most of the story continuity is going to end up going through her. Lanefan [/QUOTE]
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