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Is 4E coherent, incoherent or abashed? (RPG theory stuff inside)
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<blockquote data-quote="marune" data-source="post: 4271426" data-attributes="member: 18243"><p>I would like to know what the designers had in mind <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></p><p></p><p>I didn't see any hint regarding the narration of metagaming gamist mecanics.</p><p></p><p></p><p></p><p>I don't have a problem with groups having an "storyteller/illusionist" DM, I just don't want the DMG telling me that it is <strong>the way to do it</strong>.</p><p></p><p></p><p></p><p>Reducing the treasure / level isn't suggested by the DMG and I don't think it would be a good idea.</p><p></p><p>However, delaying the treasure might work, because it increase the risk ! For example, if you add a extra hard encounter after a failure, don't give out a treasure parcel, but add one at the end of the adventure (or after the next success).</p><p></p><p>I don't recall having read in the DMG that Quest XP should work as equaliser. I still have to work some numbers to see how it would work without changing the XP values from the DMG.</p><p></p><p></p><p></p><p>The penalty I suggested in my OP is more risk for less XP.</p><p></p><p></p><p></p><p>QFT !</p><p></p><p></p><p></p><p>Keeping the PCs alive may be insufficient to produce a story, but I understand your point.</p></blockquote><p></p>
[QUOTE="marune, post: 4271426, member: 18243"] I would like to know what the designers had in mind :) I didn't see any hint regarding the narration of metagaming gamist mecanics. I don't have a problem with groups having an "storyteller/illusionist" DM, I just don't want the DMG telling me that it is [B]the way to do it[/B]. Reducing the treasure / level isn't suggested by the DMG and I don't think it would be a good idea. However, delaying the treasure might work, because it increase the risk ! For example, if you add a extra hard encounter after a failure, don't give out a treasure parcel, but add one at the end of the adventure (or after the next success). I don't recall having read in the DMG that Quest XP should work as equaliser. I still have to work some numbers to see how it would work without changing the XP values from the DMG. The penalty I suggested in my OP is more risk for less XP. QFT ! Keeping the PCs alive may be insufficient to produce a story, but I understand your point. [/QUOTE]
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