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Let The Players Manage Themselves Part 3, waitaminute...
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<blockquote data-quote="ExploderWizard" data-source="post: 4500723" data-attributes="member: 66434"><p>Having read the entire article I don't have a problem with that particular point. 4E is not a system that really works for creating a world that could exist somewhere so why try? </p><p> </p><p>The point that made me stop and think about was the whole XP line of reasoning. I agree that as a game the policy of equal xp for all is easy and can be seen as fair to the players but it is directly at odds with the statement about D&D being a game of big risks and big rewards. </p><p> </p><p>Where is the risk in this? If the players know that they can just bring in any character with no loss of xp then why not try the most risky hairbrained ideas for every situation because dying is no biggie. There is no risk whatsoever merely big rewards. More fun I guess? The lack of consequences for failure make success sort of pointless. Its like playing a videogame on "god" mode. Yeah you completed the game but so what, there was no way you couldn't. </p><p> </p><p>As a player I actually enjoy risking real in game resources in the pursuit of accomplishing goals. How can you savor a hard won success knowing that had you failed you would simply put another quarter in the machine, write a "2" next to your character's name and do it again? I guess what I am really asking is how can one balance risk vs reward when the risk equals zero?</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4500723, member: 66434"] Having read the entire article I don't have a problem with that particular point. 4E is not a system that really works for creating a world that could exist somewhere so why try? The point that made me stop and think about was the whole XP line of reasoning. I agree that as a game the policy of equal xp for all is easy and can be seen as fair to the players but it is directly at odds with the statement about D&D being a game of big risks and big rewards. Where is the risk in this? If the players know that they can just bring in any character with no loss of xp then why not try the most risky hairbrained ideas for every situation because dying is no biggie. There is no risk whatsoever merely big rewards. More fun I guess? The lack of consequences for failure make success sort of pointless. Its like playing a videogame on "god" mode. Yeah you completed the game but so what, there was no way you couldn't. As a player I actually enjoy risking real in game resources in the pursuit of accomplishing goals. How can you savor a hard won success knowing that had you failed you would simply put another quarter in the machine, write a "2" next to your character's name and do it again? I guess what I am really asking is how can one balance risk vs reward when the risk equals zero? [/QUOTE]
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