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General Tabletop Discussion
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Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="FireLance" data-source="post: 4984932" data-attributes="member: 3424"><p>On the other hand, surely it is not that difficult to envision a gaming philosophy where XP and treasure are bundled together as a single reward for overcoming challenges, right?</p><p></p><p>This is what I had previously written on the subject:</p><p style="margin-left: 20px">The way I read the DMG guidelines is this: you are okay as long as you keep the treasure earned by the party in line with the XP earned by the party. In other words, if there are ten treasure parcels, the party should find approximately one treasure parcel every time it earns 10% of the XP that it needs to get to the next level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The key idea behind this guideline is to avoid parties that are XP-heavy and treasure-light, e.g. parties who have fought several tough creatures that have no treasure, or vice-versa, e.g. parties who happen upon a stash of gold and magic items without overcoming any challenges that provide XP.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It does not mean that the party has to find every treasure parcel in an adventure: if the party misses Encounter #3, which has treasure parcel #3, it misses out on the XP and the treasure for Encounter #3. Doing so means that the party will gain levels slower than another party who has gone though the same adventure and did overcome Encounter #3. However, by the time the party has gained its next level, it would have had to overcome another encounter (possibly Encounter #1 of the next adventure) and in doing so, would have earned enough XP to gain a level and a treasure parcel approximately equal in value to the one they missed (or even the same one, if the DM wants to re-use it).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In short, XP and treasure should be bundled together as a single reward. A party can miss out on both, but should not miss out on one if it has already earned the other.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4984932, member: 3424"] On the other hand, surely it is not that difficult to envision a gaming philosophy where XP and treasure are bundled together as a single reward for overcoming challenges, right? This is what I had previously written on the subject: [INDENT]The way I read the DMG guidelines is this: you are okay as long as you keep the treasure earned by the party in line with the XP earned by the party. In other words, if there are ten treasure parcels, the party should find approximately one treasure parcel every time it earns 10% of the XP that it needs to get to the next level. The key idea behind this guideline is to avoid parties that are XP-heavy and treasure-light, e.g. parties who have fought several tough creatures that have no treasure, or vice-versa, e.g. parties who happen upon a stash of gold and magic items without overcoming any challenges that provide XP. It does not mean that the party has to find every treasure parcel in an adventure: if the party misses Encounter #3, which has treasure parcel #3, it misses out on the XP and the treasure for Encounter #3. Doing so means that the party will gain levels slower than another party who has gone though the same adventure and did overcome Encounter #3. However, by the time the party has gained its next level, it would have had to overcome another encounter (possibly Encounter #1 of the next adventure) and in doing so, would have earned enough XP to gain a level and a treasure parcel approximately equal in value to the one they missed (or even the same one, if the DM wants to re-use it). In short, XP and treasure should be bundled together as a single reward. A party can miss out on both, but should not miss out on one if it has already earned the other.[/INDENT] [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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