Re: 4e treasure issues.
- From: Keith Davies <keith.davies@xxxxxxxxxxxx>
- Date: Fri, 10 Jul 2009 14:23:58 +0000
Justisaur <justisaur@xxxxxxxxx> wrote:
On Jul 9, 7:30 pm, Keith Davies <keith.dav...@xxxxxxxxxxxx> wrote:
FWIW, I found I usually had to correct by *adding* treasure, because my
players were below par (according to the table). Nothing conscious on
my part, they just didn't get much loot.
Seconded, especially when running modules... Shackled City was
extremely stingy.
I suppose it doesn't help that many of my encounters -- those with
intelligent opponents, which is most of them -- tend to have treasure
that is valuable to the opponent. And more importantly, *useful* to the
opponent, and prone to being used up.
Once they realize they're in a serious fight, against opponents who may
well be able to kill them, they'll often want to escape or parley. If
they can't, there is no sense in conserving resources, since that won't
do them any good. To quote from a message I posted a year or two ago,
in similar context,
Nethack has the same rule: never conserve resources. If you die with
anything at all useful in your inventory, it's your own damn fault. If
you die it should be standing on a pile of broken potion bottles,
burned-out wands, and used up scrolls, cursing the gods for not
answering your prayers this time.
Why shouldn't the PCs' opponents feel the same way? They *will* use
their gear to good effect. This sometimes means there's not much left
to be looted.
Keith
--
Keith Davies "I think everyone in a 4e D&D world must
keith.davies@xxxxxxxxxxxx have a huuuuuge fear of heights."
keith.davies@xxxxxxxxx -- Violist, #nethack-ot-dnd IRC channel
http://www.kjdavies.org/
.
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