Community

 
Jump Menu:
Post Reply
Page 8 of 10  •  Prev 1 ... 5 6 7 8 9 10 Next
4 years ago  ::  Feb 23, 2009 - 7:13AM #71
SYB
  • Conversation Stopper
Date Joined: May 19, 2004
Posts: 1,561

bhale187 wrote:

I can appreciate that opinion, but it's still my opinion that playing a more difficult adventure should have reward outside of faster advancement. I don't think the system offers that reward, gp is essentially the same over the course of the character life, basically the difference comes down to the chance of getting a higher power magic item(s) at the expense of less magic items to choose from at any given level.

It's obviously a matter of opinion, and it appears no ones opinion is going to be swayed on this. Appearantly the half dozen of so people who have weighed in here think the current system is a proper reward for high and low tier play, the people I play with locally and I disagree.


I hate to say it, but your opinion is meaningless. One of the people who chimed in with the opposite opinion is a Regional Writing Director and another person who chimed in with the opposite opinion is a Global Director.

And, even if you ignore those two, WotC makes it very clear in the DMG that the game (D&D, not RPGA) is designed on the principle that treasure earned is based on level and should be roughly the same for any two adventuring parties of equal level, regardless of difficulty of encounters in the campaigns they are playing in. Based on that philosophy, WotC built the RPGA treasure system to try to simulate that (and it does a pretty good job of it).

You really need to stop seeing RPGA as a competition to be better than the next guy. It isn't. It is a shared, cooperative experience.

-SYB

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 7:51AM #72
kenobi65
  • Volunteer Community Lead
Date Joined: May 6, 2001
Posts: 1,919

bhale187 wrote:

I don't think the system offers that reward, gp is essentially the same over the course of the character life, basically the difference comes down to the chance of getting a higher power magic item(s) at the expense of less magic items to choose from at any given level.


As Shawn has said...that's intentional. They're trying to make sure that a PC of level X has a certain amount of gold, regardless of how many (or how few) adventures it took that PC to make it to that level.

On a per adventure basis, the reward is greater, and you do have the benefits of (a) some better treasure bundles earlier, and (b) getting to play higher-level modules earlier (because it took you fewer adventures to make it to level 4, level 7, etc.).

If you and your group don't feel that that's sufficient motivation for playing up...maybe you shouldn't be.

"Of course [Richard] has a knife.  He always has a knife.  We all have knives.  It's 1183, and we're barbarians!" - Eleanor of Aquitaine, "The Lion in Winter"
Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 8:11AM #73
bgibbons
Date Joined: Aug 22, 2007
Posts: 1,674

bhale187 wrote:

I can appreciate that opinion, but it's still my opinion that playing a more difficult adventure should have reward outside of faster advancement.


Unfortunately, your premises are incorrect, though the internally inconsistent presentation of adventures doesn't help.

Under DM empowerment, "playing a more difficult adventure" is a meaningless statement.

Here's the newRPGA paradigm:

  • The author writes a module containing what he considers an appropriate challenge for the stated level.
  • The DM is free to modify the adventure in any way he feels necessary to maximize the fun of the table, and can increase or decrease the difficulty level of combats and other challenges in any way he feels appropriate.  The goal is to have fun; whether you objectively beat the challenges the author wrote is irrelevant.
  • Rewards vary based on the level of the group, in order to keep relatively close to core assumptions as to what a level X PC should have.  It does not matter whether a DM felt it necessary to double the number of enemies you face or halve them, you still get the same rewards.

And here's what doesn't fit:
  • A group whose levels fall into the bottom half of the level band can choose to face challenges appropriate for PCs at the upper half of the level band, and receive the rewards appropriate for PCs of the higher level instead of the rewards for PCs of their level.

Basically the entire idea of being able to select your tier meshes really poorly with the entire idea of DM empowerment.  It's a vestige of modules being objective measures of combat prowess.  The entire concept of "choosing what tier you want to play" presupposes the DM running the module as written, which they eliminated a paragraph ago.

Here's what a module really should say, based on what we're told is the new paradigm:
Appropriate character levels Show
Most combats and other challenges in the adventure include a low-level and high-level version, to assist you in appropriately challenging the group.  The low level version is meant for a group whose levels, on average, fall in the first two levels of the adventure’s level spread. The high level version is meant for a group whose levels, on average, fall in the last two levels of the adventure’s level spread.

DM empowerment allows you to modify the adventure so that the PCs are appropriately challenged without being overwhelmed.  However, changing the adventure does not allow you to award the PCs with any extra experience, gold, magic items or other rewards.

Some of the rewards at the end of the adventure are designated as low tier or high tier.  These rewards are given based on the level of the group, regardless of what modifications you may have made to the challenges of the adventure.  Low tier rewards are to be given to a group whose average level falls in the first two levels of the adventure's level spread.  High tier rewards are to be given to a group whose average level falls in the last two levels of the adventure's level spread.
-- Brian Gibbons.
Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 8:12AM #74
smerwin29
  • LFR Global Admin
Date Joined: Jun 18, 2003
Posts: 825
I need to add here that no one's opinion doesn't matter. All opinions count, even if those opinions are not going to bring about change. I welcome all opinions, as those opinions help in many ways: possibly bringing about change, helping people understand why things are the way they are, or just illuminating why someone may be off-track on something. Sometimes the same people saying the same opinion over and over again gets wearisome to listen to, but that's why they invented the IGNORE function. :-)

Now back to the topic at hand--it is fine to feel that you should get some extra reward for playing the high-tier version of an adventure. However, the campaign is trying to keep the wealth-to-XP ratio consistent. And WotC is trying to remove the focus on competitive play from the campaign as well. So other than what has already described above, and a big old "attaboy" from me, playing up is not greater than playing down. Opinions and feelings understood, but I don't see this changing anytime soon.

Thanks,

Shawn
Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 8:27AM #75
bhale187
Date Joined: Dec 25, 2006
Posts: 139

SYB wrote:

I hate to say it, but your opinion is meaningless. One of the people who chimed in with the opposite opinion is a Regional Writing Director and another person who chimed in with the opposite opinion is a Global Director.

And, even if you ignore those two, WotC makes it very clear in the DMG that the game (D&D, not RPGA) is designed on the principle that treasure earned is based on level and should be roughly the same for any two adventuring parties of equal level, regardless of difficulty of encounters in the campaigns they are playing in. Based on that philosophy, WotC built the RPGA treasure system to try to simulate that (and it does a pretty good job of it).

You really need to stop seeing RPGA as a competition to be better than the next guy. It isn't. It is a shared, cooperative experience.

-SYB


And you really need to stop telling others how they should play and enjoy a game don't you think?

Competition is a part of life, and more importantly a part of this and every other game. You and every other PC is picking your items for the purpose of making your character more effective at whatever they do. If you want to look at character advancement and magic items obtained as a furtherance of the team goal goal so be it, but it's still a competition within the game to be better. Otherwise everyone would only be picking items that don't benefit them.

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 8:31AM #76
bhale187
Date Joined: Dec 25, 2006
Posts: 139

kenobi65 wrote:

If you and your group don't feel that that's sufficient motivation for playing up...maybe you shouldn't be.


For me having a better challenge is motivation enough, I'd just like to get a reward outside of faster advancement to go along with it

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 8:34AM #77
bhale187
Date Joined: Dec 25, 2006
Posts: 139

smerwin29 wrote:

I need to add here that no one's opinion doesn't matter. All opinions count, even if those opinions are not going to bring about change. I welcome all opinions, as those opinions help in many ways: possibly bringing about change, helping people understand why things are the way they are, or just illuminating why someone may be off-track on something. Sometimes the same people saying the same opinion over and over again gets wearisome to listen to, but that's why they invented the IGNORE function. :-)

Now back to the topic at hand--it is fine to feel that you should get some extra reward for playing the high-tier version of an adventure. However, the campaign is trying to keep the wealth-to-XP ratio consistent. And WotC is trying to remove the focus on competitive play from the campaign as well. So other than what has already described above, and a big old "attaboy" from me, playing up is not greater than playing down. Opinions and feelings understood, but I don't see this changing anytime soon.

Thanks,

Shawn


Understood, and I appreciate the sentiment. I understand you can't make everyone happy, and honestly I'm not at all unhappy with LFR. I'll still play 'up' for the challenge, and still enjoy the adventures LFR is offering. I was just saying I'd like to have seen a treasure reward higher for high tier.

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 12:31PM #78
gomeztoo
Date Joined: May 11, 2005
Posts: 2,797

bhale187 wrote:

Competition is a part of life, and more importantly a part of this and every other game.


Competition with other player should not be a factor in this game. My opinion, perhaps, but I am pretty sure I am not alone when I say this game is not made so you can win from the other guys at the table (and that includes the DM).

Gomez

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 12:44PM #79
Nutation
Date Joined: Nov 21, 2005
Posts: 105

smerwin29 wrote:

But this line of questioning has brought a question to mind: I may start putting in adventure questions a question about whether the party played low or high tier. The results would certainly be interesting and informative.


This is an interesting idea. Whatever the result, I'm sure you would find ways to use the information.

Quick Reply
Cancel
4 years ago  ::  Feb 23, 2009 - 1:26PM #80
kinevon
Date Joined: Aug 22, 2007
Posts: 1,292

bhale187 wrote:

Understood, and I appreciate the sentiment. I understand you can't make everyone happy, and honestly I'm not at all unhappy with LFR. I'll still play 'up' for the challenge, and still enjoy the adventures LFR is offering. I was just saying I'd like to have seen a treasure reward higher for high tier.


But you do see a treasure reward that is higher at high tier. It is just that, in the composite, the additional treasure is balanced by the higher XP reward, as well.

Spoiler: Show

If you really, really, really, want to get your GP reward to be higher than your XP balance justifies, there are a couple of ways to do it.

1) Look for bundle items that are more expensive than they should be. As an example, Ritual books and scrolls can officially be sold for 50% of the market price, rather than 20%. Ritual items in treasure bundles do not count against your found item limit. And there are a couple or three modules out there with very high-priced rituals available in a treasure bundle.

This one is a bit gamey, but more-or-less legal.

2) Fail for half XP as many parts of a module as you can, and still qualify to get the full monetary reward. This one requires a bit more effort, since it requires knowing the module you are playing as well as the GM does, and paying close attention to anything modified by DME.

This one moves into the realms of cheating, IMO, your opinion may vary.

Depending on your POV, it may not be any more of a cheat than deciding which modules to play, in what order, by tracking/discovering the treasure bundles for the modules.
Quick Reply
Cancel
Page 8 of 10  •  Prev 1 ... 5 6 7 8 9 10 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing