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Messing with the basic assumptions of the system
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<blockquote data-quote="MarauderX" data-source="post: 4019854" data-attributes="member: 9990"><p>I run a game that disagrees with some of the items listed. I find that management of a game is sorta like project management, and as such I apply some of the things I've learned through an MBA program:</p><p></p><p></p><p></p><p>Death should have consequences. Loosing PCs is also a pain to me, but players must know that I'm not pulling any punches, anytime, ever. I use Luck Points (for a reroll of any roll, by anyone at the table) to keep newly created PCs alive. </p><p></p><p></p><p></p><p></p><p>I agree with this for the most part; however the group has to know when they are moving the plots & subplots along by getting additional XP. I tend to plan out for the long term with certain encounters at certain PC levels... if they advance ahead, they face the consequences, mostly getting used by a BBEG to forward his plot. Ultimately the PCs should be rewarded for thinking creatively, not just killing 1 more kobold for the extra 5 XP. Not doing so may give some players the feeling that no matter what they do or discover it makes no impact as reward, only that of furthering the storyline that they may not be prepared for. </p><p></p><p></p><p></p><p></p><p>I run a lower magic campaign, where magic-using people are 1 in 10,000 (both arcane and divine, from level 1-20). So having magic items is rare, and they need to take the time out to create most of them if they want to have them, especially specific boosting. I dislike each character having a golf bag of goodies to choose from. Mearls is targeting less magic item dependence just like his Iron Heroes - which should be a good thing. </p><p></p><p></p><p></p><p></p><p></p><p>This is one sure-fire way to give the party an expected easy way to survive. Having multiple fights per day stretches the PC's limits, and though it may push them to zerg through dungeons, there should be many, many means to have them slow down, stop or reverese. I hand-wave party resting in most scenarios when they do it in a secure area, but when they don't they just might provoke retribution from earlier foes that survived. Now this doesn't mean there need to be more fights, but perhaps your style is to have a better planned area that involves a prolonged fight or a situation that involves a moving battlefield involving all foes instead of only those in that 30x30 area G.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 4019854, member: 9990"] I run a game that disagrees with some of the items listed. I find that management of a game is sorta like project management, and as such I apply some of the things I've learned through an MBA program: Death should have consequences. Loosing PCs is also a pain to me, but players must know that I'm not pulling any punches, anytime, ever. I use Luck Points (for a reroll of any roll, by anyone at the table) to keep newly created PCs alive. I agree with this for the most part; however the group has to know when they are moving the plots & subplots along by getting additional XP. I tend to plan out for the long term with certain encounters at certain PC levels... if they advance ahead, they face the consequences, mostly getting used by a BBEG to forward his plot. Ultimately the PCs should be rewarded for thinking creatively, not just killing 1 more kobold for the extra 5 XP. Not doing so may give some players the feeling that no matter what they do or discover it makes no impact as reward, only that of furthering the storyline that they may not be prepared for. I run a lower magic campaign, where magic-using people are 1 in 10,000 (both arcane and divine, from level 1-20). So having magic items is rare, and they need to take the time out to create most of them if they want to have them, especially specific boosting. I dislike each character having a golf bag of goodies to choose from. Mearls is targeting less magic item dependence just like his Iron Heroes - which should be a good thing. This is one sure-fire way to give the party an expected easy way to survive. Having multiple fights per day stretches the PC's limits, and though it may push them to zerg through dungeons, there should be many, many means to have them slow down, stop or reverese. I hand-wave party resting in most scenarios when they do it in a secure area, but when they don't they just might provoke retribution from earlier foes that survived. Now this doesn't mean there need to be more fights, but perhaps your style is to have a better planned area that involves a prolonged fight or a situation that involves a moving battlefield involving all foes instead of only those in that 30x30 area G. [/QUOTE]
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