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<blockquote data-quote="Crazy Jerome" data-source="post: 5466132" data-attributes="member: 54877"><p>In a game of D&D where treasure is the driving engine for XP, to know exactly what effect you'll get, you have to determine whether the players want what the characters want, or whether they want something different. </p><p> </p><p>To wit, the reason a 4E game with XP only from treasure would work with my group--without adjusting, say, the relative abilities of the rogue and the fighter--is that the characters want to avoid combat, but the players do not. They want to dare much, and thus sometimes fail and get forced into a fight. It's more like the written Fafhrd and the Gray Mouser, than the classic 1st ed. operational strategy version of Fafhrd and the Gray Mouser. (Not entirely, as games aren't written stories, and the operational strategy version is hardly devoid of daring--but certainly further along the axis towards the written version.)</p><p> </p><p>One of the reasons we went through characters so fast in our early 1E days was that we tried to play it more daring than the rules favored. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5466132, member: 54877"] In a game of D&D where treasure is the driving engine for XP, to know exactly what effect you'll get, you have to determine whether the players want what the characters want, or whether they want something different. To wit, the reason a 4E game with XP only from treasure would work with my group--without adjusting, say, the relative abilities of the rogue and the fighter--is that the characters want to avoid combat, but the players do not. They want to dare much, and thus sometimes fail and get forced into a fight. It's more like the written Fafhrd and the Gray Mouser, than the classic 1st ed. operational strategy version of Fafhrd and the Gray Mouser. (Not entirely, as games aren't written stories, and the operational strategy version is hardly devoid of daring--but certainly further along the axis towards the written version.) One of the reasons we went through characters so fast in our early 1E days was that we tried to play it more daring than the rules favored. :hmm: [/QUOTE]
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