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Forked Thread: Love the Game vs. Hate the Greedy Characters
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<blockquote data-quote="Obryn" data-source="post: 4615382" data-attributes="member: 11821"><p>Hi, I'm the lone dissenting voice, but I think I need to clarify. I have a very behaviorist view of gaming, and think reward mechanisms very much drive play-styles.</p><p></p><p>For 3e/4e, I agree, the magic item point buy is kinda iffy and gets old after a while.</p><p></p><p>However, I have learned to embrace and love 1e's 1gp = 1xp system. I know, it was always the punching bag of 1e's XP system, and was largely removed in 2e (except for thieves), but I have learned to appreciate it - for certain styles of games.</p><p></p><p>Basically, for 3e and 4e, characters have two separate motivations: XP to level up, and GP to get cool stuff. Both are basically the acquisition of power, but the two don't mingle. It doesn't do you much good not to have both... So for 3e/4e, you want to both <em>kill things</em> and <em>take their stuff</em>. (Yes, I know this is a gross simplification.)</p><p></p><p>In 1e, those goals are combined. You're assumed to be an adventurer, and your primary goal is the acquisition of wealth. Combat XP is relatively paltry and high-risk. Treasure XP is really where it's at.</p><p></p><p>By weighting treasure XP more than combat XP, the reward system encourages clever ways to bilk foes out of their stuff. Why risk yourself against that dragon, if you can sneak into their lair, grab a few items, and live to steal another day? You still might <em>kill things</em> and <em>take their stuff</em>, but it's completely viable to simply <em>take their stuff</em> and forego killing them entirely. Risk avoidance is not only viable; it's recommended. Since you don't generally buy magic items in 1e, this means PCs can comfortably blow thousands of GP on ale & whores without screwing themselves out of another +1 on their longsword.</p><p></p><p>YMMV and all. <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>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4615382, member: 11821"] Hi, I'm the lone dissenting voice, but I think I need to clarify. I have a very behaviorist view of gaming, and think reward mechanisms very much drive play-styles. For 3e/4e, I agree, the magic item point buy is kinda iffy and gets old after a while. However, I have learned to embrace and love 1e's 1gp = 1xp system. I know, it was always the punching bag of 1e's XP system, and was largely removed in 2e (except for thieves), but I have learned to appreciate it - for certain styles of games. Basically, for 3e and 4e, characters have two separate motivations: XP to level up, and GP to get cool stuff. Both are basically the acquisition of power, but the two don't mingle. It doesn't do you much good not to have both... So for 3e/4e, you want to both [I]kill things[/I] and [I]take their stuff[/I]. (Yes, I know this is a gross simplification.) In 1e, those goals are combined. You're assumed to be an adventurer, and your primary goal is the acquisition of wealth. Combat XP is relatively paltry and high-risk. Treasure XP is really where it's at. By weighting treasure XP more than combat XP, the reward system encourages clever ways to bilk foes out of their stuff. Why risk yourself against that dragon, if you can sneak into their lair, grab a few items, and live to steal another day? You still might [I]kill things[/I] and [I]take their stuff[/I], but it's completely viable to simply [I]take their stuff[/I] and forego killing them entirely. Risk avoidance is not only viable; it's recommended. Since you don't generally buy magic items in 1e, this means PCs can comfortably blow thousands of GP on ale & whores without screwing themselves out of another +1 on their longsword. YMMV and all. :) -O [/QUOTE]
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