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RPG theory: in-game balancing
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<blockquote data-quote="Willie the Duck" data-source="post: 8679756" data-attributes="member: 6799660"><p>Note that, even in 3e, it doesn't say that you should not populate a game world with encounters outside of the party's reasonable-threat range, nor even that if the party insists on going into the dragon's lair at level one or spend the afternoon chasing kobolds for copper pieces at level 20 that you should prevent it. It simply outlines what challenges are expected of parties of a certain level, and sets up a framework for reward based on those assumptions.</p><p></p><p>XP in general are fundamentally a reward for playing the game as the designers expected you would. The (usually silent) assumption is that, by the time the players and GM are competent enough to leave the intended structure of the system -- such as playing a Lord of the Ring adventure despite using TSR-era D&D (where the GP of treasure as a a primary source of XP makes no sense) or a political intrigue game of 3e (where the XP for monsters slain is equally unhelpful) -- they are also competent enough to devise an alternate XP-granting mechanic to suit their purposes.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8679756, member: 6799660"] Note that, even in 3e, it doesn't say that you should not populate a game world with encounters outside of the party's reasonable-threat range, nor even that if the party insists on going into the dragon's lair at level one or spend the afternoon chasing kobolds for copper pieces at level 20 that you should prevent it. It simply outlines what challenges are expected of parties of a certain level, and sets up a framework for reward based on those assumptions. XP in general are fundamentally a reward for playing the game as the designers expected you would. The (usually silent) assumption is that, by the time the players and GM are competent enough to leave the intended structure of the system -- such as playing a Lord of the Ring adventure despite using TSR-era D&D (where the GP of treasure as a a primary source of XP makes no sense) or a political intrigue game of 3e (where the XP for monsters slain is equally unhelpful) -- they are also competent enough to devise an alternate XP-granting mechanic to suit their purposes. [/QUOTE]
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