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Unboxing the DM's Kit
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<blockquote data-quote="nnms" data-source="post: 5308561" data-attributes="member: 83293"><p>Sure. But your game culture might be improved by choosing which metagaming you discourage and which you encourage on a case by case basis rather than having it be just a hated thing all the time.</p><p></p><p>As for 4E, the game's math assumes the character is getting certain pluses by certain levels. A certain amount of items by certain levels.</p><p></p><p>Furthermore, there's nothing to spend gold on other than things to get adventures done. Ritual components, potions, equipment and magic items. GP are essentially a second form of experience that players use to add abilities to their characters.</p><p></p><p>The mechanics of the game assume player choice in these matters.</p><p></p><p>---</p><p></p><p>Do I do it that way? No. I have a nice clear talk with my players before hand that my campaign isn't normal. That the item prices and gold value of items by level isn't going to be used in my game.</p><p></p><p>I also don't use wishlists and ask players not to pre-build future level advancement choices. 3.x had a lot of feat prerequisites that made prebuilding mandatory if you wanted to have a chance to get certain abilities by certain levels. 4E largely does away with this and I generally ask players not to pre-level up their characters.</p><p></p><p>I also don't have buying and selling of magic items. And I heavily restrict item creation.</p><p></p><p>But my approach is not the norm. I'm very mindful of the system math and understand it enough to make these changes. But my way is the unusual/not normal way, not the "one true way." It's why I lay things out in advance.</p></blockquote><p></p>
[QUOTE="nnms, post: 5308561, member: 83293"] Sure. But your game culture might be improved by choosing which metagaming you discourage and which you encourage on a case by case basis rather than having it be just a hated thing all the time. As for 4E, the game's math assumes the character is getting certain pluses by certain levels. A certain amount of items by certain levels. Furthermore, there's nothing to spend gold on other than things to get adventures done. Ritual components, potions, equipment and magic items. GP are essentially a second form of experience that players use to add abilities to their characters. The mechanics of the game assume player choice in these matters. --- Do I do it that way? No. I have a nice clear talk with my players before hand that my campaign isn't normal. That the item prices and gold value of items by level isn't going to be used in my game. I also don't use wishlists and ask players not to pre-build future level advancement choices. 3.x had a lot of feat prerequisites that made prebuilding mandatory if you wanted to have a chance to get certain abilities by certain levels. 4E largely does away with this and I generally ask players not to pre-level up their characters. I also don't have buying and selling of magic items. And I heavily restrict item creation. But my approach is not the norm. I'm very mindful of the system math and understand it enough to make these changes. But my way is the unusual/not normal way, not the "one true way." It's why I lay things out in advance. [/QUOTE]
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