Yeah, thanks for proving my point.
Because goblins have the same proportions and size as humans. And of course you killed them all without damaging the armor they wore at all.
Thanks for proving mine.
Yeah, thanks for proving my point.
Maybe you're getting that reaction because you guys weren't paying attention to this:
If you're strip mining the dungeon after you've cleared out the guardians and traps - what's the challenge? The remaining treasure is worth pretty much nothing.
It's fair to skip over that rule, not everybody plays with every rule or guideline. But it's also fair to impose it as the DM. It's also fair to skew the local economy with hyperinflation, deflation of the value of plunder being sold, or to enforce local laws that restrict the sale of weapons and armor. That is not flogging the players.
F700 said:Bring mules into the dungeon you say. How much trouble is that? This train of mules can walk up stairs? Climb ladders? Jump off ledges? Cross rope bridges? Jump over exposed pit traps? They don't mind suddenly having deadly monsters around them? Fireballs exploding near them? Bolts of lightning? No morale checks? No animal handling checks? They have stealth capabilities when the party needs to sneak? They're capable of hiding when the encounter the party would like to avoid pops up? They conveniently disappear when cpmbat starts so they're garunteed to survive? Centaur player characters were required to make saves every day spent in a dungeon because they were psychologically adverse to being underground. But pack animals with their animal intelligence are more willing?
Leave the mules with your henchmen, camped 5 miles away. Because random encounters only happen when the pcs are present? Because the hired goons would never consider taking off with their pay and selling the horses, mules and wagons? No, of course not, because contrary to the first 5 minutes of Raiders of the Lost Ark, hirelings NEVER betray their employers. Especially when they're expected to spend a week or so in the wilderness surrounded by monsters they're too weak to fight.
"Experience points are merely an indicator of the character's progress towards greater proficency in his or her chosen profession. UPWARD PROGRESS IS NEVER AUTOMATIC. Just because Neil Nimblefingers, Rogue of the Theives Guild has managed to acquire 1,251 exprerience points does NOT mean that she suddenly becomes Neil Nimblefingers the Footpad. The gaining of sufficient experience points is necessary to indicate that a character is eligible to gain a level of experience, but the actual award is a matter for you, the DM, to decide."
Yet it's funny how the broken armor made by goblins protects the goblins every bit as well as any other armor. Yet, apparently is of such shoddy quality that it cannot be sold.
Yeah, thanks for proving my point.
Because goblins have the same proportions and size as humans. And of course you killed them all without damaging the armor they wore at all.
Thanks for proving mine.
If a single arrow hit destroys a suit of armor, I think I'll call shenanigans though. But, like I said, those goalposts are on rollerskates and no matter how many points I bring up, you're the DM. What you say goes. There's nothing I, as a player, can really do about it.
Other than vote with my feet I suppose.
Are you serious? We kill everything in the dungeon, so therefore nothing remaining is worth anything? The fact that we had to kill everything first apparently makes the treasure valueless for xp.
Man, I don't even have to make points anymore, you guys are doing it perfectly well for me.
Umm, no, you're the one saying bring the mules into the dungeon. While the amateurs might do that, the professionals set up a nice camp a few miles away and bring the treasure to the mules. But, hey, please continue.
Yup, feel free to talk about how I don't use the rules, but, completely ignore the loyalty rules in the DMG. That's a good method of discussion.
And, of course, I've just been told that many random encounters aren't actually combat in AD&D - many are actually non-combat encounters. Yet, apparently, when the DM wants them to be, they're all 100% combat encounters.
Week? How long does it take you to foray into the dungeon. You never come out? You rest in the dungeon? I keep getting told that that can never happen, you get killed that way. So, you fall back and, oh look, there's a camp there. Why are you gone so long? Oh, that's right, in order to prove your point, you have to pretend that the players have the sense of a concussed badger.
Yet... we're not out to screw the players are we? They earned their Xp, yet, we're supposed to deny them the level. Oh, yeah, that's not screwing the players AT ALL.
I mean, quoting from the 1e DMG in an attempt to prove that you don't screw players over isn't perhaps the best place to look. The advice in the 1e DMG is very, very antagonistic and creates a strongly adversarial role for the DM. Don't believe me? Reread the section on finding secret doors.
But, hey, to each his own. Feel free to keep telling me how you're not screwing over the players by arbitrarily deciding that loot isn't really loot, or that the dragon's treasure isn't actually worth any XP because you had to kill the dragon first, therefore, there's not actual challenge to getting that dragon's treasure, so, it must be worth zero xp.
This does go a long way to explaining why people claim that AD&D advances so slowly. I mean, if treasure acquired after defeating an enemy isn't worth any xp, yeah, that would totally slow down advancement.
Pretty soon the rivets in the chainmail will be all wrong, so, it can't be sold.
Oh, yeah, and the treasure is all right where you left it because living dungeon design be damned.
Which adventures are these again?1e adventures did NOT have living dungeon design. It had a warren of goblins living three minutes walk away from a crypt of skeletons in one direction and a three minutes walk from a cave with a sleeping but angry 7HD cave bear in the other direction. It had goblin leaders going into battle with leather armor and a rusty short sword who had left behind a +2 mace of disintegration hiding under his bunk. It literally had people standing around in designated spots on the map WAITING for a group of adventurers to come by so that they could unleash whatever trap they were waiting to unleash.