Incognito wrote:
bpsymington wrote: People make a good argument against raising NM XP higher than HC (people might run NM even if notm prepared for it).
In that case, why should Hardcore have more XP than Normal? Why should Normal have more XP than Non-Lethal?
Proposal: All difficulty levels - Non-Lethal, Normal, Hardcore, and Nightmare should all have the same XP.
We have to save people from themselves. Some players might run Normal even if they are not prepared for it. So let's make sure that Normal has the same XP as Non-Lethal....
I realize you're being a bit tongue-in-cheek here, Eric, but I'm going to answer your questions as if they were being asked realistically.
Why should HardCore have more XP than Normal? Because it's still
doable with a pick-up group, and a starter pack of tokens per person. It's hard - but it isn't impossible - and those people who feel up to the challenge (as a group) should get some reward for pushing their comfort zone and trying the challenge.
This is different than encouraging people to run Nightmare when they're not prepared for it, because "being prepared for Nightmare" generally means "having invested a few hundred dollars in tokens." This is
not something we should assume an average group of 10 players is up to.
When a single player - or let's say a couple friends - wants to get extra XP, but can't buy out a whole slot, they can join a pick-up group, and cross their fingers that the group might be convinced to do HardCore. It's not actually that hard to find a group capable of HC, especially if you're willing to share a handful or reds (yay, everyone has a +1 weapon! and gauntlets of Ogre power!) and help get the team running like a well-oiled machine. Odds are even pretty good that a couple other people in the pick-up group have played before, and know what they're doing. It's not a guarantee that everyone will have fun, but it's well within the realm of possibility.
A couple of people joining a pick-up group and trying to convince everyone to do Nightmare - when only the well equipped duo have a chance of hitting the monster's AC - is a recipe for disaster.
So why should Normal have more XP than Non-Lethal? Because the module is designed for a group to be able to play it through on Normal. If people decide - unanimously - that they want a different experience, because living is more important than the challenge of failure, then they are making the choice to forego XP for a Haunted-House style of game instead.
Your comment that "Some players might run Normal even if they're not prepared for it" is making the assumption that we should cater to the lowest common denominator. Of
course some people aren't going to be prepared for it. Some people aren't prepared to walk and chew gum at the same time. But modules are designed with the assumption than the majority of people can handle Normal Mode.
Modules are
not designed with the assumption than an average pick-up group of 10 people will have spent $1k per person on tokens, and can take on Nightmare.
In that same vein, you said...
Incognito wrote: Yet plenty of other forumites seem all too eager to adopt a patronizing attitude that players need to be protected from themselves from doing a difficulty level that is too hard for them (that was the argument against more XP for Nightmare).
I think you're missing something significant here:
It's not that players need to be protected from
themselves doing a difficulty to hard for them - it's that players need to be protected from
being brow-beaten by other players into doing a difficulty level that is too hard for them.
If you make it impossible to get that extra XP without playing on the hardest settings, you'll get players trying to drag the unready & unwilling with them on overly difficult runs. And while I'm okay with people torturing themselves and ruining their own fun (or redefining "fun" as "a brutal TPK") I don't want to see them doing it to new players for the sake of their own gain.