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Why I don't like Wealth by Level guidelines
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<blockquote data-quote="FireLance" data-source="post: 5504267" data-attributes="member: 3424"><p>Speaking only for myself, there is a certain level of excitement, or at least, of anticipation. It's kind of like buying yourself a new gizmo or a new computer game - you look forward to using it. It's not as humdrum as weekly shopping - perhaps about the same level as a regular, anticipated treat. </p><p></p><p>Well, if all players are as reasonable as that, we shouldn't have the other problem of complaining about too little treasure, either. </p><p></p><p>It's actually a moot question since I don't give out XP. All the PCs just gain a level after every adventure. The PCs take risks because the players think it would be enjoyable, cool, what the PC would do (roleplaying), or because it is the only way the player can think of to achieve an in-game objective. Conversely, the PCs aren't enticed to get into fights that they don't need to in order to gain an XP award (unless the players simply enjoy the tactical challenge of winning fights, of course - I'm DMed for a number of such players in my time).</p><p></p><p>I would argue that wealth by level guidelines do. Removing the assumed bonus from wealth by level simply imposes a different guideline: that the assumed wealth at each level is close to starting level. Under such a system, the "swing" in effectiveness between a character with mundane equipment and the best possible equipment should also be kept fairly small - six points (as in 4E) might be workable, but I personally would keep it to four, assuming a d20 used as a randomizer. If monsters are designed around the assumption that they will be fought with +2 equipment, then the character fighting them with mundane gear would be at an effective -2 penalty and the character fighting them with the best equipment would be at an effective +2 bonus. Enough, I think, to make the impact of the difference in equipment felt without making it either to difficult for one or too easy for the other. And I still think that wealth by level guidelines make it easier to ensure that each PC has roughly equivalent gear.</p><p></p><p>Sigh. I don't know whether this is heartening or depressing. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 5504267, member: 3424"] Speaking only for myself, there is a certain level of excitement, or at least, of anticipation. It's kind of like buying yourself a new gizmo or a new computer game - you look forward to using it. It's not as humdrum as weekly shopping - perhaps about the same level as a regular, anticipated treat. Well, if all players are as reasonable as that, we shouldn't have the other problem of complaining about too little treasure, either. It's actually a moot question since I don't give out XP. All the PCs just gain a level after every adventure. The PCs take risks because the players think it would be enjoyable, cool, what the PC would do (roleplaying), or because it is the only way the player can think of to achieve an in-game objective. Conversely, the PCs aren't enticed to get into fights that they don't need to in order to gain an XP award (unless the players simply enjoy the tactical challenge of winning fights, of course - I'm DMed for a number of such players in my time). I would argue that wealth by level guidelines do. Removing the assumed bonus from wealth by level simply imposes a different guideline: that the assumed wealth at each level is close to starting level. Under such a system, the "swing" in effectiveness between a character with mundane equipment and the best possible equipment should also be kept fairly small - six points (as in 4E) might be workable, but I personally would keep it to four, assuming a d20 used as a randomizer. If monsters are designed around the assumption that they will be fought with +2 equipment, then the character fighting them with mundane gear would be at an effective -2 penalty and the character fighting them with the best equipment would be at an effective +2 bonus. Enough, I think, to make the impact of the difference in equipment felt without making it either to difficult for one or too easy for the other. And I still think that wealth by level guidelines make it easier to ensure that each PC has roughly equivalent gear. Sigh. I don't know whether this is heartening or depressing. :erm: [/QUOTE]
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