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General Tabletop Discussion
*Dungeons & Dragons
Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Lyxen" data-source="post: 8515211" data-attributes="member: 7032025"><p>First, in our groups, renown works because the characters themselves spread it between them and externally. Second, it has the huge advantage - at least for us - to be story-centric and not artificial.</p><p></p><p></p><p></p><p>Equality has nothing to do with that, the DM decides what treasure is found. If the fighter was heroic, it can be a magic sword, and if the wizard was heroic, it could be a magic staff.</p><p></p><p></p><p></p><p>Are your adventurers all only adventuring because there is a threat ? Are they all such cowards that they need that kind of motivation to push them ? Note that it's not a criticism on the players, but once more we never have that kind of problem at our table where motivations are more varied and at least some (a lot, actually, it's a game of heroes after all) characters are actually courageous.</p><p></p><p></p><p></p><p>Glory/reputation allows you to receive support and help in case of real trouble. In our Avernus campaign, it's arguably much harder to play a good character rather than an evil one, but whereas the evil ones get backstabbed by their contacts, at least the good ones have fewer contacts, but reliable and really supportive.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8515211, member: 7032025"] First, in our groups, renown works because the characters themselves spread it between them and externally. Second, it has the huge advantage - at least for us - to be story-centric and not artificial. Equality has nothing to do with that, the DM decides what treasure is found. If the fighter was heroic, it can be a magic sword, and if the wizard was heroic, it could be a magic staff. Are your adventurers all only adventuring because there is a threat ? Are they all such cowards that they need that kind of motivation to push them ? Note that it's not a criticism on the players, but once more we never have that kind of problem at our table where motivations are more varied and at least some (a lot, actually, it's a game of heroes after all) characters are actually courageous. Glory/reputation allows you to receive support and help in case of real trouble. In our Avernus campaign, it's arguably much harder to play a good character rather than an evil one, but whereas the evil ones get backstabbed by their contacts, at least the good ones have fewer contacts, but reliable and really supportive. [/QUOTE]
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Levels 1-4 are "Training Wheels?"
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