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Why I don't like Wealth by Level guidelines
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<blockquote data-quote="Ultimatecalibur" data-source="post: 5505161" data-attributes="member: 59539"><p>How much of that anticipation is coming from getting the magic item(s) as it is of going up a level? Because if you attach magic item gain to level, it just becomes part of gaining a level and the selecting of new feats, powers, spells and stat inceases that is level advancement.</p><p></p><p></p><p></p><p>To much (Monte Haulism) and to little (Scroogism) are more factors of risk/challenge vs reward. Scroogism is best illustrated by a comment someone I knew made about the rewards in Everquest: Slay a Dragon boss monster and your reward would be... 100 cp and a rusty non-magical dagger. Monte Haulism is best represented by a situation that could pop up in 1e: Hey, guys! I easily picked the pocket of that Centaur we just walked by and look what I got: four 1 million gp gems! Switch the two rewards and you have stuff that people have an easier time accepting. 4 million gp for slaying a dragon maybe a bit much, but few are going to say that the campaign is Monte Haul just off that. Stealing a dollar in change and a under-maintained pocketknife off someone is not going to raise any eyebrows even if its a little less than it could be.</p><p></p><p>Reward by Challenge guidelines are actually better at stopping Monte Haul and Scroogism than Wealth by Level.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Congratulations, both of you, on having found a play-style you enjoy, but from the sound of it you are using a different set of concepts than normal. Nothing is wrong with that, but from how it sounds, if the system the system you were using did not have magic items or could easily remove them it would not change your play-style.</p><p></p><p> </p><p></p><p>I completely understand, but I don't like how wealth by level guidelines <em>expect</em> me to have peasants hand out 1 or more +1 or +2 magic items (or hide the fact I'm doing so with inherent bonuses) for driving off the orc bandits. Sometimes a hardy meal of rice and the knowledge of doing a good deed should be the reward.</p><p></p><p></p><p></p><p>The same editions were wizards and other spellcasters were more often defined in game by what their favor favorite spells were? What you are describing is more an example of character/item power disparity.</p><p></p><p> </p><p></p><p>But the reason why you earn them changes</p><p></p><p></p><p></p><p>Not always. While there are those who do want to take imaginary risks, some just want to explore imaginary worlds. Others want to play heroes, and still others want to tell stories. There are many more motivations for playing, including just wanting to hang with your friends.</p></blockquote><p></p>
[QUOTE="Ultimatecalibur, post: 5505161, member: 59539"] How much of that anticipation is coming from getting the magic item(s) as it is of going up a level? Because if you attach magic item gain to level, it just becomes part of gaining a level and the selecting of new feats, powers, spells and stat inceases that is level advancement. To much (Monte Haulism) and to little (Scroogism) are more factors of risk/challenge vs reward. Scroogism is best illustrated by a comment someone I knew made about the rewards in Everquest: Slay a Dragon boss monster and your reward would be... 100 cp and a rusty non-magical dagger. Monte Haulism is best represented by a situation that could pop up in 1e: Hey, guys! I easily picked the pocket of that Centaur we just walked by and look what I got: four 1 million gp gems! Switch the two rewards and you have stuff that people have an easier time accepting. 4 million gp for slaying a dragon maybe a bit much, but few are going to say that the campaign is Monte Haul just off that. Stealing a dollar in change and a under-maintained pocketknife off someone is not going to raise any eyebrows even if its a little less than it could be. Reward by Challenge guidelines are actually better at stopping Monte Haul and Scroogism than Wealth by Level. Congratulations, both of you, on having found a play-style you enjoy, but from the sound of it you are using a different set of concepts than normal. Nothing is wrong with that, but from how it sounds, if the system the system you were using did not have magic items or could easily remove them it would not change your play-style. I completely understand, but I don't like how wealth by level guidelines [i]expect[/i] me to have peasants hand out 1 or more +1 or +2 magic items (or hide the fact I'm doing so with inherent bonuses) for driving off the orc bandits. Sometimes a hardy meal of rice and the knowledge of doing a good deed should be the reward. The same editions were wizards and other spellcasters were more often defined in game by what their favor favorite spells were? What you are describing is more an example of character/item power disparity. But the reason why you earn them changes Not always. While there are those who do want to take imaginary risks, some just want to explore imaginary worlds. Others want to play heroes, and still others want to tell stories. There are many more motivations for playing, including just wanting to hang with your friends. [/QUOTE]
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