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Megadungeon Sandbox and 4E
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<blockquote data-quote="Lacyon" data-source="post: 4528816" data-attributes="member: 63046"><p>In a game environment where the PCs have power to choose (directly or indirectly) the level of threat they face, it's simply not true.</p><p> </p><p>To put it another way: the balance point that WotC suggests and endorses is not the only possible balance point. If the players are aloud to do so, they will over time naturally gravitate towards a balance point that suits them. This may mean "overlevelled" and "undertreasured", the reverse, or something in between, but that doesn't matter, because they'll learn to gauge their actual strength (and that of their foes) and adjust accordingly.</p><p> </p><p></p><p> </p><p>In general, this shouldn't be terribly hard to deal with - it's part of the game to locate and secure safe rest areas (starting with "outside the dungeon" at first). You just have to make sure the "safe" areas are far enough apart (and sometimes not as safe as they initially appear), so that </p><p>the party has some encouragement to try to avoid less rewarding encounters (or at least avoid spending limited resources on them) on their way to and from safe areas so they can push further before having to turn back.</p><p> </p><p>Someone above mentioned that Wandering Monsters have very little treasure - if you go that route, you might consider having them also be worth very little XP (that would have happened automatically under the old XP for GP systems, now you'll have to adjust it yourself).</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4528816, member: 63046"] In a game environment where the PCs have power to choose (directly or indirectly) the level of threat they face, it's simply not true. To put it another way: the balance point that WotC suggests and endorses is not the only possible balance point. If the players are aloud to do so, they will over time naturally gravitate towards a balance point that suits them. This may mean "overlevelled" and "undertreasured", the reverse, or something in between, but that doesn't matter, because they'll learn to gauge their actual strength (and that of their foes) and adjust accordingly. In general, this shouldn't be terribly hard to deal with - it's part of the game to locate and secure safe rest areas (starting with "outside the dungeon" at first). You just have to make sure the "safe" areas are far enough apart (and sometimes not as safe as they initially appear), so that the party has some encouragement to try to avoid less rewarding encounters (or at least avoid spending limited resources on them) on their way to and from safe areas so they can push further before having to turn back. Someone above mentioned that Wandering Monsters have very little treasure - if you go that route, you might consider having them also be worth very little XP (that would have happened automatically under the old XP for GP systems, now you'll have to adjust it yourself). [/QUOTE]
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