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Megadungeon Sandbox and 4E
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<blockquote data-quote="Badwe" data-source="post: 4659813" data-attributes="member: 61762"><p>I take the same issue with the concept of fetishization of balance in this thread as I did in another: There's nothing wrong with balance.</p><p></p><p>Listen, everything in D&D is a guideline, you get to break it at your discretion. However, you are creating _more_ work for yourself. Sometimes guidelines are not "it is required that there be 10 treasure parcels and anything more or less is not D&D". Sometimes guidelines are "If you want your players to have relatively challenging encounters, they should have +X bonus at Level Y. If you dole out these items you'll get that effect. You could also dole out a different set of items or ignore the base premise."</p><p></p><p>The link posted with the text "Fetishization of Balance" mentions that you can't just take away most magic items in a low magic campaign and expect it to work out of the box. You can make it work, of course, but that requires effort on your part. To determine what needs to be done, you would need rough guidelines on the effect that removing items has. </p><p></p><p>Having a parcel system is like having a multiplication table instead of having to add a number to itself several times. If you decide you want to multiply 13 and 13, but it's not on your table, you do it by hand. However, giving someone a multiplication table that only goes up to twelve is not the same as saying you can ONLY multiply up to 12. Similarly, having a treasure parcel system or an XP system does not force you to use it, but is merely a time-saving device to achieve your original goal: an advancement system that shakes out to be not too challenging or too easy for the PCs.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4659813, member: 61762"] I take the same issue with the concept of fetishization of balance in this thread as I did in another: There's nothing wrong with balance. Listen, everything in D&D is a guideline, you get to break it at your discretion. However, you are creating _more_ work for yourself. Sometimes guidelines are not "it is required that there be 10 treasure parcels and anything more or less is not D&D". Sometimes guidelines are "If you want your players to have relatively challenging encounters, they should have +X bonus at Level Y. If you dole out these items you'll get that effect. You could also dole out a different set of items or ignore the base premise." The link posted with the text "Fetishization of Balance" mentions that you can't just take away most magic items in a low magic campaign and expect it to work out of the box. You can make it work, of course, but that requires effort on your part. To determine what needs to be done, you would need rough guidelines on the effect that removing items has. Having a parcel system is like having a multiplication table instead of having to add a number to itself several times. If you decide you want to multiply 13 and 13, but it's not on your table, you do it by hand. However, giving someone a multiplication table that only goes up to twelve is not the same as saying you can ONLY multiply up to 12. Similarly, having a treasure parcel system or an XP system does not force you to use it, but is merely a time-saving device to achieve your original goal: an advancement system that shakes out to be not too challenging or too easy for the PCs. [/QUOTE]
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