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1 year ago  ::  Dec 05, 2011 - 6:03PM #31
mvincent
Date Joined: Jun 15, 2004
Posts: 8,287

Dec 5, 2011 -- 5:33PM, CrowScape wrote:

The players just break it down into residuum if they don't like it.


That's why I can get away with #4 (fwiw: #3 is merely a joke that mocks my own use of #2)

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1 year ago  ::  Dec 05, 2011 - 6:34PM #32
CrowScape
Date Joined: Aug 30, 2010
Posts: 1,290

Dec 5, 2011 -- 6:03PM, mvincent wrote:

(fwiw: #3 is merely a joke that mocks my own use of #2)



That's good to know. But, there are a lot of DMs that actually do/did think that way.

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1 year ago  ::  Dec 05, 2011 - 8:08PM #33
reaper_93
Date Joined: Oct 17, 2010
Posts: 373

Dec 5, 2011 -- 11:55AM, CrowScape wrote:

Except, that system hinders character growth. You thought your character wanted X. Your character thought he wanted X. As you play, you realize that your character never really wanted X, but wants Y. But, you've now got a DM telling you your character still wants X.




Or you change it over time, just like in the parent system. That doesn't inhibit character growth at all.

True, you could talk to the DM about this change, but the fact is, you already did that back when you thought your character wanted A and B. Is asking for a third change pushing it?




Absolutely not pushing it? Characters evolve over time, I don't see how this would be a problem.

No, if I'm going to give roleplay rewards, they will be rewards that relate to that type of roleplaying.




Uh, I don't exactly follow what this means and I can't respond to the rest of your point without that understanding. Can you elaborate/restate this?

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1 year ago  ::  Dec 06, 2011 - 2:16AM #34
TheBozz
Date Joined: Oct 30, 2011
Posts: 129

Dec 5, 2011 -- 3:55PM, mvincent wrote:

Dec 2, 2011 -- 6:27PM, kev777 wrote:

I think it's obvious that 4e has made our job easy, but are we missing something?


In each edition, D&D seems to be moving away from XP as a reward. Which is probably fine since XP could be cumbersome, subjective and often wasn't a driving factor for players anyhow.

However, I agree that declaring rewards for certain behavior can have an overall effect (whether any given player cares about the reward or not). Merely stating that there are rewards for say, Clever Ideas can cause a game to be viewed as Clever Idea-centric and gives players license present clever ideas (without fear that their peers will be adverse to such concepts... since it it written into the rules).

Unfortunately, the 4e mechanics causes the game to be viewed more as combat/board-game/optimization-centric, with Clever Ideas being avoided (since they can wreck the carefully crafted "board-game" combat setup, or else it's negated by the DM for that exact reason). And yes ('cuz you were about to say it) the game certainly can be played otherwise... but my premise was "rewards for certain behavior can have an overall effect"... and this has indeed happened in how the majority of people play 4e.

Dec 5, 2011 -- 11:55AM, CrowScape wrote:

As for treasure, well, as I stated, the players get that no matter what, so it's not a reward.


Yeah... I hate that. I try to play old-school (even though I'm using LFR adventures):
1) You have to search for the treasure if you want to find it
2) you'll find what's there (and not what you asked Santa for), and
3) you'll like it, 'cuz
4) I'm not going to babysit you to make sure everyone has enough gear.




I also use number 2.  It helps that none of my players make wish lists so that is really my only option though.  When we started they were all brand new (the couple we play with) or barely interested players (my wife).  None really had much interest in reading the PHB before we started so I had to explain the rules.  As we got further into the game one of the players started really getting into looking at her skills and rituals.  Now she looks at the PHB a lot.  My wife got into the game and asked me to play a second game with her brother and his family.  I told her I would play as a player, but I did not want to DM another campaign.  She agreed to DM it which made her read the books.  She is more into D&D than ever now and her campaign hasn't even started yet.

I do try to give out items I think they will find cool or help each player get a chance to shine for a while.  I noticed one player wasn't really shining much and we had a lot of cold creatures coming up in the story arch, so naturally +2 flaming waraxe for him would allow him to take a lead through those encounters. 

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