|
Post by Admin Pete on Apr 8, 2015 8:57:55 GMT -5
|
|
|
Post by makofan on Apr 8, 2015 9:13:34 GMT -5
Yes, 20 years ago I was all about balance. Now, I just go with the flow. I rolled a Wand on the magic treasure table, then rolled a 00 for a Staff of Wizardry, and was really nervous about handing it out. I guess it all works out
|
|
|
Post by hedgehobbit on Apr 8, 2015 10:47:22 GMT -5
I'll be the dissenting opinion on this if you don't mind. One of the core premises of the game is that the dungeon get's harder as you go deep but the treasure also get's better. So there is a risk and reward to what the players decide to do. Finding awesome magic items in the first level breaks this, discourages the players from taking the risk of going down early. It become simply a case of hanging out on the first level hoping for a lucky roll.
This is why I prefer treasure tables that are adjusted for dungeon depth (or monster level).
I would also argue that having better items hidden deeper underground is actually more old school, as this was the way the Dungeon! boardgame worked back in the pre-publication days.
|
|
|
Post by Admin Pete on Apr 8, 2015 10:53:56 GMT -5
In the Murkhill Campaign, my one player's PC Smotz made it to name level (9th - Lord) and along the way he lost every possession that he had twice, once by being crushed under a few hundred thousands tons of rock when the side of a mountain fell on him. Fortunately for him the party had access to a Raise Dead. He had was down to zero or less hit points over 15 times and came back with the help of a ring of regeneration, he was really bummed when he finally lost that ring. He went off by himself and got captured and lost everything, they finally rescued him, but all of his possessions were long gone.
|
|
|
Post by Admin Pete on Apr 8, 2015 10:56:28 GMT -5
Yes, 20 years ago I was all about balance. Now, I just go with the flow. I rolled a Wand on the magic treasure table, then rolled a 00 for a Staff of Wizardry, and was really nervous about handing it out. I guess it all works out There is always a chance that they might get something good on an early level of a dungeon, but they still usually have to survive first IMC.
|
|
|
Post by tetramorph on Apr 8, 2015 10:57:57 GMT -5
I'll be the dissenting opinion on this if you don't mind. One of the core premises of the game is that the dungeon get's harder as you go deep but the treasure also get's better. So there is a risk and reward to what the players decide to do. Finding awesome magic items in the first level breaks this, discourages the players from taking the risk of going down early. It become simply a case of hanging out on the first level hoping for a lucky roll. This is why I prefer treasure tables that are adjusted for dungeon depth (or monster level). I would also argue that having better items hidden deeper underground is actually more old school, as this was the way the Dungeon! boardgame worked back in the pre-publication days. I think most of us would agree with you here. I myself use the random treasure tables in U&WA. But even there, there is a chance, even if astronomical, that one could roll up a staff of power on the first level. And I think that is all that folks are trying to say.
|
|
|
Post by Admin Pete on Apr 8, 2015 11:04:47 GMT -5
I'll be the dissenting opinion on this if you don't mind. One of the core premises of the game is that the dungeon get's harder as you go deep but the treasure also get's better. So there is a risk and reward to what the players decide to do. Finding awesome magic items in the first level breaks this, discourages the players from taking the risk of going down early. It become simply a case of hanging out on the first level hoping for a lucky roll. This is why I prefer treasure tables that are adjusted for dungeon depth (or monster level). I would also argue that having better items hidden deeper underground is actually more old school, as this was the way the Dungeon! boardgame worked back in the pre-publication days. Perhaps I am taking this a different direction than is being assumed - you can read my player example I just posted. I was taking Easy Come, Easy Go a bit differently. My dungeons do work that way the deeper they are the harder they are and the better the reward. That does not mean they cannot ever obtain something special on the 1st or 2nd level, but if they do they will have to survive first. My players have never been hesitant about going deeper into a dungeon and have on occasion fled deeper into a dungeon instead of up, so they can be very unpredictable IME.
|
|
|
Post by makofan on Apr 8, 2015 12:29:19 GMT -5
Yes, based on probabilities, the deeper you do, the better the items, but based on possibilities, it is still possible for a fluky gift
|
|
|
Post by scottanderson on Apr 8, 2015 12:54:04 GMT -5
We're all on the same page I think.
|
|
|
Post by Admin Pete on Apr 8, 2015 13:22:53 GMT -5
We're all on the same page I think. Yeah, pretty much. I guess what I was looking for moreso were stories about how the PCs lost things they had earned through their play or stories of how they got something that was more than normally expected.
|
|
|
Post by waysoftheearth on Apr 8, 2015 18:06:19 GMT -5
One of the core premises of the game is that the dungeon get's harder as you go deep but the treasure also get's better. So there is a risk and reward to what the players decide to do. Finding awesome magic items in the first level breaks this, discourages the players from taking the risk of going down early. It become simply a case of hanging out on the first level hoping for a lucky roll. I understand where you're coming from hedgehobbit, and I totally agree with the risk/reward-by-depth premise. I also think that the OD&D treasure tables support this premise insofar as the frequency with which the players have a chance to roll on the magic items tables will generally increase with dungeon depth. The increased frequency of magic items rolls (and also increasing quantity of gold/gems/jewelry aka experience points!) is (IMHO) the way in which OD&D represents the increasing reward side of the equation. That a lowly noob can get a famous (and freakishly unlikely) treasure roll on a shallow level is, IMHO, a feature of the game not a bug. It's precisely this lure that pulls naive young adventurers into these deadly dungeons in the first place
|
|
|
Post by Admin Pete on Apr 8, 2015 22:22:54 GMT -5
That a lowly noob can get a famous (and freakishly unlikely) treasure roll on a shallow level is, IMHO, a feature of the game not a bug. It's precisely this lure that pulls naive young adventurers into these deadly dungeons in the first place Yeah, that is a feature I like and one of the things that makes all of that dying worthwhile.
|
|
|
Post by Admin Pete on Jun 14, 2017 13:26:06 GMT -5
|
|
|
Post by Mighty Darci on Jun 19, 2017 10:36:56 GMT -5
Great thread! Yes, harder and harder the deeper you go, but there is always a chance of something special on any level, the odds just get better and better the deeper you go, but the odds of dying in the attempt keep going up too!
|
|
|
Post by mormonyoyoman on Jun 19, 2017 13:07:23 GMT -5
"Balance" is something I always had trouble liking. Yes, I sort of wanted my players to survive (Except in Call of Cthulhu!) but I always thrilled to epics where the protagonist was outnumbered, outpowered, and still rose to the occasion. And I tried to give that thrill as personal experiences to my players.
Burroughs and Howard spoiled me, and hobbits made underdog epics more socially acceptable.
|
|
|
Post by Admin Pete on Jun 19, 2017 13:16:37 GMT -5
"Balance" is something I always had trouble liking. Yes, I sort of wanted my players to survive (Except in Call of Cthulhu!) but I always thrilled to epics where the protagonist was outnumbered, outpowered, and still rose to the occasion. And I tried to give that thrill as personal experiences to my players. Burroughs and Howard spoiled me, and hobbits made underdog epics more socially acceptable. I never concern myself with balance. Good players learn quickly though!
|
|
|
Post by Irish Warrior on Jun 21, 2017 8:24:07 GMT -5
In terms of "Easy Come, Easy Go" sometimes it is fun to contemplate how quickly some players squander their PC's wealth and how others squeeze every copper till it squeals.
|
|
|
Post by mormonyoyoman on Jun 22, 2017 6:31:13 GMT -5
In terms of "Easy Come, Easy Go" sometimes it is fun to contemplate how quickly some players squander their PC's wealth and how others squeeze every copper till it squeals. Just like real life! (See major lotto winners and congresspeoples)
|
|
|
Post by Robert the Black on Jun 27, 2017 13:46:21 GMT -5
Charm Monster is a wonderful spell. Wish I had it in real life.
|
|
|
Post by Mighty Darci on Jun 29, 2017 7:22:52 GMT -5
Charm Monster is a wonderful spell. Wish I had it in real life. As do I, Robert, as do I!
|
|