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Forked thread: Treasure & Advancement Rates
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<blockquote data-quote="Raven Crowking" data-source="post: 5595608" data-attributes="member: 18280"><p>In the case of G1-3, that is actually recommended in the module...and for obvious reasons. G1-3 as written assumes that the characters move forward more-or-less on demand; they are not given time to train. This is not a problem in tournament play, where gaining levels is not based on XP received. It is a big problem in campaign play, where the GM should either allow breaks between forays (so as to allow characters to train) or not require training, for the obvious reason that characters will otherwise get stomped flat before the module series is done.</p><p></p><p>But, again, it should be noted that (in the case of G1 at least), when it was first presented in tournament form in GenCon <em><strong>those who won the scenario </strong></em>(i.e., those who got the farthest/were judged to have done the best) <strong><em>didn't find the treasure</em></strong>.</p><p></p><p>It is also perhaps <em>apropros</em> to mention that, within the tournament structure, there is a strict real-world timeline that needs to be followed. The more time you spend following false leads (including trying to obtain unnecessary treasure), the worse you do. In the tournament structure, being overly greedy can make you lose -- <em><strong>exactly in accordance with the "good play" guidelines Gygax wrote in the 1e PHB</strong></em>!</p><p></p><p>In some modules, such as C1, an in-game time limit may also exist.</p><p></p><p>Module C2 says, on pages 2-3:</p><p></p><p style="margin-left: 20px">In tournament use, a real time limit of three hours is recommended. Play should begin when the character sheets are passed out and end when 3 hours have passed. There is no scoring bonus for finishing early, but parties that react quickly and avoid time-consuming situations will have the advantage of more time to spend on the later (more lethal) encounters.</p><p></p><p>This is hardly uncommon to tournament play. Most (if not all) such modules present things that can consume time without actually helping the party to achieve its victory conditions. Knowing where to spend your time, and how much time to spend, is a player skill that these modules were intended to test.</p><p></p><p>Not taking this into account is going to skew results, when extrapolating to regular campaign play, considerably.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5595608, member: 18280"] In the case of G1-3, that is actually recommended in the module...and for obvious reasons. G1-3 as written assumes that the characters move forward more-or-less on demand; they are not given time to train. This is not a problem in tournament play, where gaining levels is not based on XP received. It is a big problem in campaign play, where the GM should either allow breaks between forays (so as to allow characters to train) or not require training, for the obvious reason that characters will otherwise get stomped flat before the module series is done. But, again, it should be noted that (in the case of G1 at least), when it was first presented in tournament form in GenCon [I][B]those who won the scenario [/B][/I](i.e., those who got the farthest/were judged to have done the best) [B][I]didn't find the treasure[/I][/B]. It is also perhaps [I]apropros[/I] to mention that, within the tournament structure, there is a strict real-world timeline that needs to be followed. The more time you spend following false leads (including trying to obtain unnecessary treasure), the worse you do. In the tournament structure, being overly greedy can make you lose -- [I][B]exactly in accordance with the "good play" guidelines Gygax wrote in the 1e PHB[/B][/I]! In some modules, such as C1, an in-game time limit may also exist. Module C2 says, on pages 2-3: [indent]In tournament use, a real time limit of three hours is recommended. Play should begin when the character sheets are passed out and end when 3 hours have passed. There is no scoring bonus for finishing early, but parties that react quickly and avoid time-consuming situations will have the advantage of more time to spend on the later (more lethal) encounters.[/indent] This is hardly uncommon to tournament play. Most (if not all) such modules present things that can consume time without actually helping the party to achieve its victory conditions. Knowing where to spend your time, and how much time to spend, is a player skill that these modules were intended to test. Not taking this into account is going to skew results, when extrapolating to regular campaign play, considerably. RC [/QUOTE]
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