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<blockquote data-quote="Lanefan" data-source="post: 9362298" data-attributes="member: 29398"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>And yet if it's what the players decide to have their characters do, what choice do you have? (when this happens, if I don't have time to run two games a week I ask which sub-party they want to play first, run that to the conclusion of that adventure, then put that group on hold and run the other group)</p><p></p><p>Wealth by level as a baked-in thing is a 3e-ism, and can happily be ignored.</p><p></p><p>Character greed as a baked-in thing goes back to the last ice age, irrespective of whether or not the system gives xp for treasure.</p><p></p><p>So, if I'm playing a wise character it won't take long for me to realize that my best and most rewarding long-term course of action is to talk other characters into taking risks (and maybe dying) while at the same time finding ways to contribute that minimize or even eliminate any risks I might face. My goal is to survive, and to keep on surviving; and as there's no reward for taking risks it's clearly in my better interests not to take any.</p><p></p><p>Result: while in your system I might not end up higher-level than everyone else, I'll sure end up richer: I'm getting full share from every treasury we bring back, while others are dying only to be replaced by new (and usually wealth-poorer) recruits; meanwhile the survivors' share (incuding mine) is further increased by what we loot off our dead companions.</p><p></p><p>That's the sort of play you're not-bery-subtly incentivizing here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9362298, member: 29398"] :( And yet if it's what the players decide to have their characters do, what choice do you have? (when this happens, if I don't have time to run two games a week I ask which sub-party they want to play first, run that to the conclusion of that adventure, then put that group on hold and run the other group) Wealth by level as a baked-in thing is a 3e-ism, and can happily be ignored. Character greed as a baked-in thing goes back to the last ice age, irrespective of whether or not the system gives xp for treasure. So, if I'm playing a wise character it won't take long for me to realize that my best and most rewarding long-term course of action is to talk other characters into taking risks (and maybe dying) while at the same time finding ways to contribute that minimize or even eliminate any risks I might face. My goal is to survive, and to keep on surviving; and as there's no reward for taking risks it's clearly in my better interests not to take any. Result: while in your system I might not end up higher-level than everyone else, I'll sure end up richer: I'm getting full share from every treasury we bring back, while others are dying only to be replaced by new (and usually wealth-poorer) recruits; meanwhile the survivors' share (incuding mine) is further increased by what we loot off our dead companions. That's the sort of play you're not-bery-subtly incentivizing here. [/QUOTE]
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