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Megadungeon Sandbox and 4E
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<blockquote data-quote="crash_beedo" data-source="post: 4527581" data-attributes="member: 18781"><p>I guess here is why I'm drawing attention to the wealth problems with the Parcel system...</p><p></p><p>Game balance expects PC's to have a certain amount of magic items (and money to spend on more, or potions and rituals) - and in 4E, this aspect of the game is managed by the Parcel system. From that perspective, the DM can create treasure and magic items for a series of encounters, literally in minutes.</p><p></p><p>BUT - in an old school megadungeon, you'd go by things like the % in lair, the treasure types and charts (haha, remember treasure type "Q", stuff like that!)</p><p></p><p>If you built a level 1 dungeon with 50 encounters, you literally could give every monster an appropriate treasure. And one reason players might not spend time on level 1 any longer is the XP and Treasure rewards they're getting no longer keep them moving forward at an acceptable rate.</p><p></p><p>In the 4E paradigm, I don't believe XP is exponential any longer... it's a more gradual curve... raising the issue that a level 2 party could still be advancing at a decent pace while whomping on level 1 monsters.</p><p></p><p>I guess I see the Parcel and Encounter level, XP per encounter, and Dungeon level issues are a bit intertwined. In a normal dungeon - guess what - you've beaten all the encounters, time to go down to the next level. Harder to do in a megadungeon where there are more areas of the current level that could be explored.</p><p></p><p>Not ready to say 4E is a mess (yet) because we love the game play and I love the behind the screen aspects of it, but the gentler XP curve may cause some problems in the megadungeon environment.</p></blockquote><p></p>
[QUOTE="crash_beedo, post: 4527581, member: 18781"] I guess here is why I'm drawing attention to the wealth problems with the Parcel system... Game balance expects PC's to have a certain amount of magic items (and money to spend on more, or potions and rituals) - and in 4E, this aspect of the game is managed by the Parcel system. From that perspective, the DM can create treasure and magic items for a series of encounters, literally in minutes. BUT - in an old school megadungeon, you'd go by things like the % in lair, the treasure types and charts (haha, remember treasure type "Q", stuff like that!) If you built a level 1 dungeon with 50 encounters, you literally could give every monster an appropriate treasure. And one reason players might not spend time on level 1 any longer is the XP and Treasure rewards they're getting no longer keep them moving forward at an acceptable rate. In the 4E paradigm, I don't believe XP is exponential any longer... it's a more gradual curve... raising the issue that a level 2 party could still be advancing at a decent pace while whomping on level 1 monsters. I guess I see the Parcel and Encounter level, XP per encounter, and Dungeon level issues are a bit intertwined. In a normal dungeon - guess what - you've beaten all the encounters, time to go down to the next level. Harder to do in a megadungeon where there are more areas of the current level that could be explored. Not ready to say 4E is a mess (yet) because we love the game play and I love the behind the screen aspects of it, but the gentler XP curve may cause some problems in the megadungeon environment. [/QUOTE]
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