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*TTRPGs General
Why do DM's like Dark, gritty worlds and players the opposite?
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<blockquote data-quote="Garthanos" data-source="post: 4986366" data-attributes="member: 82504"><p>I am personally biased against experience points for finding treasure. It is philosophically repugnant. And I found it so from day one.</p><p></p><p>I have move treasure and challenges from one adventure and even details of a scenes on in to a later one and I started doing it way back many people did, they didnt exist until they were experienced is perfectly reasonable. The pretending it teleports is directly implying irrationality where none exists. It is a classic shortcut to making it easier on the DM.(Check out this - it is a theme in 4e)</p><p></p><p>Characters of a given level in D&D need approximately range x through y of Magic Items (or Boons Legendary or Divine or Grand Master Training. )The economy of those are for a large part built around treasure in 4e where either building it oneself with rituals (which cost money) or buying it from somebody who can... is fairly normal. </p><p></p><p>(I hate game world assumptions being ingrained in game systems but this has been an issue with D&D from day one.).</p><p></p><p>They need these rewards of whatever kind in order for the system which uses character level as a measure of how bad the bad guys can be is based on measuring pcs based purely on level. DM's can adjust challenges... if the PC's do not have the amount of treasure/rewards appropriate for their level it makes the DM's job more difficult... (true to some extent I bet in every version of the game) --see there it is that theme, it makes the DM's job easier .. not doing so for philosophical reasons?? is just not pragmatic but it can be done and you need to be aware of what you are doing.</p><p></p><p>It is a basic consequence of needing to allocate a certain amount of "treasure" if they overcome a certain amount of obstacles because level is supposed to be THE actual useful measure of your characters power.</p><p></p><p>Level was less meaningful from one DMs game to another DM's game in AD&D because you had to analyse what magic items people had with a much finer comb with a clear indication of what level appropriate might be in 4e really comes a realization that NOT conforming to that is a way to make your job harder.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4986366, member: 82504"] I am personally biased against experience points for finding treasure. It is philosophically repugnant. And I found it so from day one. I have move treasure and challenges from one adventure and even details of a scenes on in to a later one and I started doing it way back many people did, they didnt exist until they were experienced is perfectly reasonable. The pretending it teleports is directly implying irrationality where none exists. It is a classic shortcut to making it easier on the DM.(Check out this - it is a theme in 4e) Characters of a given level in D&D need approximately range x through y of Magic Items (or Boons Legendary or Divine or Grand Master Training. )The economy of those are for a large part built around treasure in 4e where either building it oneself with rituals (which cost money) or buying it from somebody who can... is fairly normal. (I hate game world assumptions being ingrained in game systems but this has been an issue with D&D from day one.). They need these rewards of whatever kind in order for the system which uses character level as a measure of how bad the bad guys can be is based on measuring pcs based purely on level. DM's can adjust challenges... if the PC's do not have the amount of treasure/rewards appropriate for their level it makes the DM's job more difficult... (true to some extent I bet in every version of the game) --see there it is that theme, it makes the DM's job easier .. not doing so for philosophical reasons?? is just not pragmatic but it can be done and you need to be aware of what you are doing. It is a basic consequence of needing to allocate a certain amount of "treasure" if they overcome a certain amount of obstacles because level is supposed to be THE actual useful measure of your characters power. Level was less meaningful from one DMs game to another DM's game in AD&D because you had to analyse what magic items people had with a much finer comb with a clear indication of what level appropriate might be in 4e really comes a realization that NOT conforming to that is a way to make your job harder. [/QUOTE]
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Why do DM's like Dark, gritty worlds and players the opposite?
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