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Megadungeon Sandbox and 4E
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<blockquote data-quote="Lacyon" data-source="post: 4527894" data-attributes="member: 63046"><p>Things to keep in mind:</p><p> </p><p>The 4E XP system is exponential (at least until you reach the part of the XP table where they smoothed out the numbers), it just doubles every four levels instead of every level. Squashing two Level 1 encounters together gives you a level 5 encounter. This means that any given level of a dungeon can have a wide variety of encounter levels on it without changing much in the way of <em>individual</em> monster strength, and if players get too overconfident about staying on one level to clean it out, the beseiged monsters can cooperate against them and still provide them with a reasonable challenge for the characters' level. Even if you don't, once characters hit ~5th level, they'll be gaining levels half as fast by seeking out level 1 encounters as they would be if they pursued level 5 encounters.</p><p> </p><p>The GP system in 4E is also exponential. An item of level <em>x+5</em> costs five times as much as an item of level <em>x</em>. Also, selling a magic item yields only 1/5 of it's nominal value (or the value of an item of level <em>x-5</em>). However, each 5x increase in cost doesn't bring with it 5x more power - that's how much it costs just to go up a single +1. Assuming you managed to get all your items to 5 levels above what you should have, you've essentially got an extra two levels worth of attack and defense bonus, and maybe enough extra powers/static bonuses/healing from those levels to match 2 more levels worth of hp, powers, and feats that you'd otherwise be bringing to the table. In order to get there, you'll have to sell <em>twenty-five</em> items of the level you're supposed to have. I don't think you'll have too many problems with wealth by level - once players start to see that they're being left behind, they'll move to fix that by taking on harder challenges.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4527894, member: 63046"] Things to keep in mind: The 4E XP system is exponential (at least until you reach the part of the XP table where they smoothed out the numbers), it just doubles every four levels instead of every level. Squashing two Level 1 encounters together gives you a level 5 encounter. This means that any given level of a dungeon can have a wide variety of encounter levels on it without changing much in the way of [I]individual[/I] monster strength, and if players get too overconfident about staying on one level to clean it out, the beseiged monsters can cooperate against them and still provide them with a reasonable challenge for the characters' level. Even if you don't, once characters hit ~5th level, they'll be gaining levels half as fast by seeking out level 1 encounters as they would be if they pursued level 5 encounters. The GP system in 4E is also exponential. An item of level [I]x+5[/I] costs five times as much as an item of level [I]x[/I]. Also, selling a magic item yields only 1/5 of it's nominal value (or the value of an item of level [I]x-5[/I]). However, each 5x increase in cost doesn't bring with it 5x more power - that's how much it costs just to go up a single +1. Assuming you managed to get all your items to 5 levels above what you should have, you've essentially got an extra two levels worth of attack and defense bonus, and maybe enough extra powers/static bonuses/healing from those levels to match 2 more levels worth of hp, powers, and feats that you'd otherwise be bringing to the table. In order to get there, you'll have to sell [I]twenty-five[/I] items of the level you're supposed to have. I don't think you'll have too many problems with wealth by level - once players start to see that they're being left behind, they'll move to fix that by taking on harder challenges. [/QUOTE]
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