Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Megadungeon Sandbox and 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Badwe" data-source="post: 4528751" data-attributes="member: 61762"><p>You can only house-rule out so many concept of 4e before it becomes you essentially only using the combat system. Then again, that alone would be a good reason, but there's plenty more technology to take advantage of.</p><p></p><p>Regarding the incentive to mindlessly charge into any encounter for XP: this has always been problematic for RPGs, at least as far back as I know. My solution has always been that if you overcome or effectively neutralize the encounter, you get the XP. If you talk your way out of a fight, sneak by them, or even manage to run past ambushers on your way to your main goal, you get the XP. Of course, if later you encounter that same group... you get to kill them for no bonus.</p><p></p><p>I think the treasure parcel system is too integral to balance to throw out. Weather you get it perfectly delineated over a single level is probably not as important as assuring that they eventually make it to the PCs. To give you an example, in my non-megadungeon adventure, I handed out treasure parcels from both level 5 and level 6 at the same time, until by the end of 6 I had exhausted both lists.</p><p></p><p>If you are adamant about cursed items, don't count them in the treasure parcels. Traps & Hazards, "disease" tracks if flavor modified, or some of the more malicious artifacts (think eye/hand of vecna) can fulfill the duty of cursed items. Perhaps as a reward for overcoming the curse somehow, the player is THEN rewarded with a magic item.</p><p></p><p>4th edition is not designed for inter-combat attrition. The fact that, given only a few minutes to rest, the party can reheal to full, you can't plink away at HP totals as easily as in earlier editions. This is to say nothing of the fact that a night's rest will restore all resources to the party, standing in stark contrast to older editions where a night's rest would provide, at best, a few hitpoints and of course the spells to heal some more of it back. The only resources that can be reliably drained over the course of a day are daily powers and healing surges, and those only force a rest. Of course, getting caught while trying to rest for the night when you pushed yourself to the limit could put the fear of death back into your party, but doesn't quite attain the feel you mentioned of being a penalty for wandering around.</p><p></p><p>Think of it this way: in old CRPGs you had the choice to wander around aimlessly and just kill easy fights until you were stronger and could take on the final challenges more easily, or you could rush to the end and, being at a lower level, experience a very harrowing fight. Why not let the players choose? Let them decide weather they want to stomp low level monsters or dig deep and bite off more than they can chew. Either can be fun, and like another poster pointed out, if things get out of control you can have two encounters crunch together to make something very scary.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4528751, member: 61762"] You can only house-rule out so many concept of 4e before it becomes you essentially only using the combat system. Then again, that alone would be a good reason, but there's plenty more technology to take advantage of. Regarding the incentive to mindlessly charge into any encounter for XP: this has always been problematic for RPGs, at least as far back as I know. My solution has always been that if you overcome or effectively neutralize the encounter, you get the XP. If you talk your way out of a fight, sneak by them, or even manage to run past ambushers on your way to your main goal, you get the XP. Of course, if later you encounter that same group... you get to kill them for no bonus. I think the treasure parcel system is too integral to balance to throw out. Weather you get it perfectly delineated over a single level is probably not as important as assuring that they eventually make it to the PCs. To give you an example, in my non-megadungeon adventure, I handed out treasure parcels from both level 5 and level 6 at the same time, until by the end of 6 I had exhausted both lists. If you are adamant about cursed items, don't count them in the treasure parcels. Traps & Hazards, "disease" tracks if flavor modified, or some of the more malicious artifacts (think eye/hand of vecna) can fulfill the duty of cursed items. Perhaps as a reward for overcoming the curse somehow, the player is THEN rewarded with a magic item. 4th edition is not designed for inter-combat attrition. The fact that, given only a few minutes to rest, the party can reheal to full, you can't plink away at HP totals as easily as in earlier editions. This is to say nothing of the fact that a night's rest will restore all resources to the party, standing in stark contrast to older editions where a night's rest would provide, at best, a few hitpoints and of course the spells to heal some more of it back. The only resources that can be reliably drained over the course of a day are daily powers and healing surges, and those only force a rest. Of course, getting caught while trying to rest for the night when you pushed yourself to the limit could put the fear of death back into your party, but doesn't quite attain the feel you mentioned of being a penalty for wandering around. Think of it this way: in old CRPGs you had the choice to wander around aimlessly and just kill easy fights until you were stronger and could take on the final challenges more easily, or you could rush to the end and, being at a lower level, experience a very harrowing fight. Why not let the players choose? Let them decide weather they want to stomp low level monsters or dig deep and bite off more than they can chew. Either can be fun, and like another poster pointed out, if things get out of control you can have two encounters crunch together to make something very scary. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Megadungeon Sandbox and 4E
Top