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<blockquote data-quote="Crazy Jerome" data-source="post: 5950679" data-attributes="member: 54877"><p>It should also be said that besides all the mechanical bits, gamist and simulation concerns, etc. of gold, there is also a player psychology aspect that has to be considered.</p><p> </p><p>By analogy, think of someone who likes horror films. They probably enjoy some atmosphere. They don't want to watch a film out in the sunshine on a great day, while eating ice cream. OTOH, you can take it too far. They don't want a stranger outside their window on a stormy night, wearing a hockey mask and running a chainsaw. More fine tuned, it's the difference between someone grabbing your arm at a critical moment and making you jump versus someone jumping out from behind the door as you come out of the kitchen, causing you to dump the dip and chips over all your friends and your new couch. </p><p> </p><p>Some people enjoy playing an adventurer that really might starve in rare, bad circumstances. I doubt many of those same people enjoy a game where money is so tight that avoiding starvation is what the game becomes about, or one where everyone pretends that the characters are woebegone, but find bags of gold beside every orc and his tasty, filling pie.</p><p> </p><p>You might note in the playtest that the design team has addressed the player psychology bit of undead life draining in their most refined mechanics yet. Losing hit points off your maximum makes it a <strong>temporary but real</strong> problem. That's very slightly nastier in its implications (and more subtle) than the 4E surge drain, when you consider the increased number of monsters that could be dishing it out, but not quite so punishing as the 3E/3.5 mechanics. Slight variations in gold treatment can produce similar shifts.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5950679, member: 54877"] It should also be said that besides all the mechanical bits, gamist and simulation concerns, etc. of gold, there is also a player psychology aspect that has to be considered. By analogy, think of someone who likes horror films. They probably enjoy some atmosphere. They don't want to watch a film out in the sunshine on a great day, while eating ice cream. OTOH, you can take it too far. They don't want a stranger outside their window on a stormy night, wearing a hockey mask and running a chainsaw. More fine tuned, it's the difference between someone grabbing your arm at a critical moment and making you jump versus someone jumping out from behind the door as you come out of the kitchen, causing you to dump the dip and chips over all your friends and your new couch. Some people enjoy playing an adventurer that really might starve in rare, bad circumstances. I doubt many of those same people enjoy a game where money is so tight that avoiding starvation is what the game becomes about, or one where everyone pretends that the characters are woebegone, but find bags of gold beside every orc and his tasty, filling pie. You might note in the playtest that the design team has addressed the player psychology bit of undead life draining in their most refined mechanics yet. Losing hit points off your maximum makes it a [B]temporary but real[/B] problem. That's very slightly nastier in its implications (and more subtle) than the 4E surge drain, when you consider the increased number of monsters that could be dishing it out, but not quite so punishing as the 3E/3.5 mechanics. Slight variations in gold treatment can produce similar shifts. [/QUOTE]
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