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Switch to Forum Live View Rust Monsters and MYREs
3 years ago  ::  Jan 02, 2010 - 7:47PM #1
Ferol_debtor_of_Torm
Date Joined: Jun 10, 2004
Posts: 852
I originally assumed that people were just joking about using Rust Monsters in MYREs to sell items for 100% value but apparently they are actually doing it. This destroys the gold curve along with any semblance of balance. This needs to be addressed as soon as possible.
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3 years ago  ::  Jan 02, 2010 - 7:55PM #2
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Jan 2, 2010 -- 7:47PM, Ferol_debtor_of_Torm wrote:

I originally assumed that people were just joking about using Rust Monsters in MYREs to sell items for 100% value but apparently they are actually doing it. This destroys the gold curve along with any semblance of balance. This needs to be addressed as soon as possible.



I don't think there's much to be done, although it's obviously against the spirit of the game. You could run a MYRE that gives max gold and consists of 1 encounter with 1 minion in it, which would have the same effect.

Which is not to say it doesn't suck, because it does, but there are always going to be people who push the letter of the rules to the limit. Short of getting rid of MYREs and returning to the old days of ARs and online recording and such... 

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3 years ago  ::  Jan 02, 2010 - 8:19PM #3
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524
Well, the PTB could house-rule rust monsters out of the game (prohibit them from being used in mods) or prohibit them from being used in MYRE mods.

I don't know how much of a problem it really is at the moment (I haven't seen or heard of it being done, but that doesn't mean it isn't happening).

It does bring up an interesting question though: I have been toying with the idea of writing a no-combat or combat optional MYRE module. Provided that I supported any XP granted with quest rewards (within the usual limits) or skill challenges (suitably customized so that I can stomach using them), do people think that would be outside the spirit of MYRE adventures?
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3 years ago  ::  Jan 02, 2010 - 8:44PM #4
Thanlis
Date Joined: Aug 22, 2007
Posts: 837

Jan 2, 2010 -- 8:19PM, Elder_basilisk wrote:

It does bring up an interesting question though: I have been toying with the idea of writing a no-combat or combat optional MYRE module. Provided that I supported any XP granted with quest rewards (within the usual limits) or skill challenges (suitably customized so that I can stomach using them), do people think that would be outside the spirit of MYRE adventures?



It's a matter of intent, really. If the intent is to provide risk-free gold or XP, I'd make a frowny face. If the intent is to do heavy roleplay MYREs, I'd be all for it. My instinctive reaction is "sounds cool!"

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3 years ago  ::  Jan 02, 2010 - 11:12PM #5
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

Jan 2, 2010 -- 8:44PM, Thanlis wrote:

Jan 2, 2010 -- 8:19PM, Elder_basilisk wrote:

It does bring up an interesting question though: I have been toying with the idea of writing a no-combat or combat optional MYRE module. Provided that I supported any XP granted with quest rewards (within the usual limits) or skill challenges (suitably customized so that I can stomach using them), do people think that would be outside the spirit of MYRE adventures?



It's a matter of intent, really. If the intent is to provide risk-free gold or XP, I'd make a frowny face. If the intent is to do heavy roleplay MYREs, I'd be all for it. My instinctive reaction is "sounds cool!"




My intent would not be so much to do "roleplay" heavy MYREs, but rather to tell stories that potentially work best without combat--or at least if there is the potential to avoid combat. To do a probably inexact analogy: if you are going to do a heist, in most D&D games, you're working with Heat or the Joker's bank robbery in Dark Knight as your model. The idea that I am toying with would be to make Ocean's 11 a viable alternative. It is customary on message boards for people to call that "roleplaying" but it doesn't necessarily have any more role-playing in it than the combat mod. (To use another film example, Pulp Fiction and Reservior Dogs have a lot more violence than Ocean's 11, but the characters are not any less developed or interesting. Or for a CRPG example, it is no less roleplaying when I decide to slaughter the sand people in Knights of the Old Republic than it is if I were to complete the negotiations and fetch their water).

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3 years ago  ::  Jan 03, 2010 - 5:18AM #6
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,449
How could you use a rust monster to sell items for 100%? Afterall, you cannot leave a MYRE adventure with more earned gold then after an ordinary adventure. Now, as long as you don't pass that treasure cap, I suspose it is possible...

As for a MYRE consisting of no combats, and just skill challenges and quest xp, there is no rule against it. As long as the players are having fun, and are facing a challenge (and risk of failure), it should be fine.

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3 years ago  ::  Jan 03, 2010 - 5:55AM #7
Bigfluffylemon
Date Joined: Nov 10, 2003
Posts: 719

Jan 3, 2010 -- 5:18AM, Madfox11 wrote:

How could you use a rust monster to sell items for 100%? Afterall, you cannot leave a MYRE adventure with more earned gold then after an ordinary adventure. Now, as long as you don't pass that treasure cap, I suspose it is possible...

As for a MYRE consisting of no combats, and just skill challenges and quest xp, there is no rule against it. As long as the players are having fun, and are facing a challenge (and risk of failure), it should be fine.




But selling magic items you own before the mod starts is completely separate from module rewards.

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3 years ago  ::  Jan 03, 2010 - 8:06AM #8
SYB
  • Conversation Stopper
Date Joined: May 19, 2004
Posts: 1,561
Somewhat recently (compared to the duration of my gaming life), I came to the conclusion that cheating by other players does not hurt me or my enjoyment of the game.  And yes, even if the rules do no explicitly state that using a MYRE adventure for the sole purpose of converting magic items at full cost is cheating, any player doing is fully aware that it is an act of cheating and any debat to the contrary is purely devil's advocacy.

Still, it doesn't hurt my play experience.  A few dishonest players get a brief mechanical benefit (and I emphasize that due to rate at which magic item costs increase, the benefit lasts only a few levels at most) doesn't prevent me from enjoying the game.  If those players only enjoy a game that has minimal challenge because they are breaking the rules, so be it.  I question why they even play the game, but who am I to judge?

The absolute worst case scenario is that I end up in an adventure with that character playing.  If, after asking nicely for those players not to dominate the game with their overclocked characters, they still refuse, I will not play with them in the future.  If I am lucky, the DM will consider their refusal to cooperate with a reasonable request as grounds for sanction and let them know they are unwelcome in future games.

But, no matter the final situation, I really don't care if other people cheat in this manner.  They could just as easily fabricate a log sheet and make an Xth level character with almost any equipment.  There is little use to trying to rein in any form of cheating, except to make it clear to the cheaters that they are unwelcome in the future.

-SYB
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3 years ago  ::  Jan 03, 2010 - 8:41AM #9
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 5,123

Jan 3, 2010 -- 5:18AM, Madfox11 wrote:

How could you use a rust monster to sell items for 100%? Afterall, you cannot leave a MYRE adventure with more earned gold then after an ordinary adventure. Now, as long as you don't pass that treasure cap, I suspose it is possible...




As an example, you're a 10th level character with +3 Plate
Rust Monster eats it.
You kill the Rust Monster.
The +3 plate turns into residuum.

Note that I'm not saying that this is a MYRE...

In a non-MYRE, if the 10th level character can't make that residuum into either say +3 Plate or something else and loses it due to cap, that makes Rust Monsters much more powerful than they are supposed to be. Rust Monsters being what they are and due to what they do, are probably going to be extremely rare. That they get to disintegrate a magic item ought to be rare, too.

In a MYRE however, the action can be deliberate, especially when people are deliberately cheating.

It probably should have the simple rule that at the end of an adventure, any item turned into Residuum can be changed back into what it was for free. i.e. sucks at the time in the mod, but no permanent effect. 

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3 years ago  ::  Jan 03, 2010 - 9:12AM #10
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,449

Jan 3, 2010 -- 5:55AM, Bigfluffylemon wrote:

Jan 3, 2010 -- 5:18AM, Madfox11 wrote:

How could you use a rust monster to sell items for 100%? Afterall, you cannot leave a MYRE adventure with more earned gold then after an ordinary adventure. Now, as long as you don't pass that treasure cap, I suspose it is possible...

As for a MYRE consisting of no combats, and just skill challenges and quest xp, there is no rule against it. As long as the players are having fun, and are facing a challenge (and risk of failure), it should be fine.




But selling magic items you own before the mod starts is completely separate from module rewards.




Well, technically speaking you are generating wealth.

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