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How has D&D changed over the decades?
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<blockquote data-quote="Thomas Shey" data-source="post: 8593796" data-attributes="member: 7026617"><p>See, but I never saw those as effecting this behavior much in the first place. Players that were problematic would just work their way around them. The only one I ever saw have any consistent impact was experience, because it was the only one that wasn't intrinsically brittle. And nothing I see in the 5e rules reduces the ability to control that.</p><p></p><p>Carrot and stick methods can have some impact on people who are doing a mild drift into behavior you don't want, but ones that are already deciding you're unreasonable? Not in any meaningful sense. I'll accept it might work some times somewhere, but enough to be a reliable tool? Afraid I can't go there.</p><p></p><p>And again, none of this has been different in games where most of that simply don't exist, in either direction. That's one reason I often think heavily D&D-centric people have a very parochial view of how to manage player problems.</p><p></p><p></p><p></p><p>They could have done the same damn thing with experience in the old days. In fact I saw people try to do it. If you can't resist that pressure, why would I assume you could resist it on any of the other carrots you mentioned?</p><p></p><p></p><p></p><p>This is going to sound snarky, and I really don't mean it that way, but--</p><p></p><p>Talking to people. Honestly, if talking to players about the behavior you want can't get it done, most other stuff won't either; it'll just teach them to end run you every opportunity they get. The same people who will respond positively to carrots can usually be negotiated with in other ways. The ones that can't be negotiated with will decide that they're in an adversarial role to you and no nudging will help.</p><p></p><p></p><p></p><p>You've got an argument regarding "survival" in some cases, but that's a brute force tool at best, and many of them have nothing much beyond experience itself or in-setting problems.</p><p></p><p></p><p></p><p>But are the rewards outrageous? If the prices land such that you're correct about that plate armor, it doesn't seem so to me.</p><p></p><p></p><p>(And remember, I'm still far from sold you can't use levelling as a lever if that's really what you want. As I've noted before, gold only had any impact in OD&D to the degree it also was experience; most characters otherwise had damn-all to do with it. Magic items? Maybe, but that was going to be a hard balance to keep, and would require you to thoroughly ignore the extent treasure tables to do it with any consistency, since over time PCs would be drowning in basic magic items. Anything that was going to really impress them was going to probably cause you problems down the line).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8593796, member: 7026617"] See, but I never saw those as effecting this behavior much in the first place. Players that were problematic would just work their way around them. The only one I ever saw have any consistent impact was experience, because it was the only one that wasn't intrinsically brittle. And nothing I see in the 5e rules reduces the ability to control that. Carrot and stick methods can have some impact on people who are doing a mild drift into behavior you don't want, but ones that are already deciding you're unreasonable? Not in any meaningful sense. I'll accept it might work some times somewhere, but enough to be a reliable tool? Afraid I can't go there. And again, none of this has been different in games where most of that simply don't exist, in either direction. That's one reason I often think heavily D&D-centric people have a very parochial view of how to manage player problems. They could have done the same damn thing with experience in the old days. In fact I saw people try to do it. If you can't resist that pressure, why would I assume you could resist it on any of the other carrots you mentioned? This is going to sound snarky, and I really don't mean it that way, but-- Talking to people. Honestly, if talking to players about the behavior you want can't get it done, most other stuff won't either; it'll just teach them to end run you every opportunity they get. The same people who will respond positively to carrots can usually be negotiated with in other ways. The ones that can't be negotiated with will decide that they're in an adversarial role to you and no nudging will help. You've got an argument regarding "survival" in some cases, but that's a brute force tool at best, and many of them have nothing much beyond experience itself or in-setting problems. But are the rewards outrageous? If the prices land such that you're correct about that plate armor, it doesn't seem so to me. (And remember, I'm still far from sold you can't use levelling as a lever if that's really what you want. As I've noted before, gold only had any impact in OD&D to the degree it also was experience; most characters otherwise had damn-all to do with it. Magic items? Maybe, but that was going to be a hard balance to keep, and would require you to thoroughly ignore the extent treasure tables to do it with any consistency, since over time PCs would be drowning in basic magic items. Anything that was going to really impress them was going to probably cause you problems down the line). [/QUOTE]
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