JamesonCourage
Adventurer
Yeah, it seems much more "simulationist" to me. If you can kill the dragon early, you get dragon-level equipment. If you only ever kill goblin bandits, your gear will really suffer.I think he's suggesting a more radical change:
Players who beat the dragon would just be better off than those that played it safe. As I wrote earlier, working harder really will get the PCs ahead. Those that succeed at greater challenges will be more powerful than those that don't. That seems to be a bit of the heart and soul of D&D that has somehow become lost.
The way I read this is that the game will assume that the players determine the level of challenge they are willing to face, not the DM or encounter-building guidelines.
I think he's proposing something like what you've touched on. That the players choose to go after goblins, since they're easy to kill, but the rewards are poor past a certain point (they've leveled higher than the goblins). Alternatively, they can attempt to get a reward higher than their level, but it's more risky.
Something like, in this 12th level module, here's a 15th level sword, wielded by a 15th level monster. They can fight it if they choose to: he's bound to this spot with magic, but there are instructions on releasing him. This way, he won't attack them unless they choose the extra challenge, but it's going to be dangerous.
In home games and standard play, it'd be a lot more of, "we heard rumors of a young red dragon who has recently starting bugging a town to the west. Is it worth the risk for us to go take it out? Our skill says he's tougher than us, but he's a dragon, so he's got to have good stuff...
If you earn better gear than your level, yes, challenges become easier. However, the players are theoretically picking the challenge level. If they want easy challenges, they can keep killing goblin bandits. However, if they're the type that went out and killed that level 15 monster at level 12 (but pulled it off), then they'll probably try again on another level 15 monster. Soon they'll level up to level 15, and have appropriate gear, or move on to level 16 monsters at level 13 or 14, and have slightly better gear for their level, though taking on greater risk.
It's just risk vs. reward. However, if you have better gear, but you're constantly fighting harder foes, the challenge in the game supposedly remains.
This is what I did in my game. Magic items aren't priced, because of their rarity. Basically, they're worth whatever you can get for it. And, most of the times, it's far more valuable to get favors than money. I do agree with you on this.I think one issue is that magic items are priced too. If the DM truly wants to keep magic items as a reward, they should be priceless and rare.