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Why I don't like Wealth by Level guidelines
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<blockquote data-quote="pemerton" data-source="post: 5505589" data-attributes="member: 42582"><p>I'm with Mallus and Firelance here in their responses to Ultimatecalibur. The players in my game don't take risks with their PCs because they envisage getting powerups that otherwise they would miss out on. They take risks with their PCs because that's what they chose to do when they signed on to play a game of heroic fantasy adventure.</p><p></p><p></p><p>This is true. But if players just want to explore worlds, or to tell stories, then does it matter whether or not they are provided with incentives to risk their PCs? Or if the worlds or stories they are intereseted in are ones in which risks are taken, then isn't that enough reason without needing to incentivate via items or XP?</p><p></p><p></p><p>The concepts that Mallus and Firelance describe seem to me to be core concepts of 4e, at least. I don't know if that makes them different from normal.</p><p></p><p>I don't agree, by the way, that removing items wouldn't matter on this approach. Players can still enjoy having their PCs gain and use items, even if those items don't form part of the risk/reward structure of the game.</p><p></p><p>The way I handle this issue - which I agree is a real one - is simply to upgrade the PCs' existing items from time to time, following the guidelines in Adventurer's Vault. Sometimes I justify this in ingame terms (eg "Having all achieved such-and-such, you feel an infusion of divine power into your armour") and sometimes I just treat it as a metagame thing - the fact that the item has a bigger number next to it on the character sheet doesn't have to correlate to anything at all in the gameworld.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5505589, member: 42582"] I'm with Mallus and Firelance here in their responses to Ultimatecalibur. The players in my game don't take risks with their PCs because they envisage getting powerups that otherwise they would miss out on. They take risks with their PCs because that's what they chose to do when they signed on to play a game of heroic fantasy adventure. This is true. But if players just want to explore worlds, or to tell stories, then does it matter whether or not they are provided with incentives to risk their PCs? Or if the worlds or stories they are intereseted in are ones in which risks are taken, then isn't that enough reason without needing to incentivate via items or XP? The concepts that Mallus and Firelance describe seem to me to be core concepts of 4e, at least. I don't know if that makes them different from normal. I don't agree, by the way, that removing items wouldn't matter on this approach. Players can still enjoy having their PCs gain and use items, even if those items don't form part of the risk/reward structure of the game. The way I handle this issue - which I agree is a real one - is simply to upgrade the PCs' existing items from time to time, following the guidelines in Adventurer's Vault. Sometimes I justify this in ingame terms (eg "Having all achieved such-and-such, you feel an infusion of divine power into your armour") and sometimes I just treat it as a metagame thing - the fact that the item has a bigger number next to it on the character sheet doesn't have to correlate to anything at all in the gameworld. [/QUOTE]
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