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Dissapointed with Attunement
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<blockquote data-quote="I'm A Banana" data-source="post: 6034740" data-attributes="member: 2067"><p>That's always been the case. Every DM runs a different table, so you ALWAYS have to adapt your modules.</p><p></p><p></p><p></p><p>I don't think it's too much to presume that the back cover and/or introduction of a given adventure specify any modules they include. You don't need to do extra research, you just need to read the thing. And, of course, if it's not easy to determine if the thing is going to work for your specific game, you probably shouldn't purchase it. </p><p></p><p></p><p></p><p>You have two options.</p><p></p><p>You can assume that every table plays every game in exactly the same way and then produce things that meet all tables, and that work perfectly because all tables run the same way. </p><p></p><p>OR</p><p></p><p>You can assume that tables are diverse, that DMs can make judgments for their own tables, and produce an ecosystem in which a diversity of products can flourish with DMs who know what they want and who can act on it.</p><p></p><p>Only one of those two assumptions matches how people play the game in reality. </p><p></p><p>But I see we've already moved the goalposts from "Attunement is an essential balancing mechanism!" to "Magic items must be balanced so that it's easy to write modules!", so I'm claiming victory on the former. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p></p><p>Magic items being optional means that you have a balanced game (without magic items) that you can break in a way that suits you (by adding magic items). The game empowers you to make that choice by educating you about the effects of breaking the game (by telling you that adding a bunch of magic items is going to up your party's power). </p><p></p><p>Sounds like we're in agreement: Magic items are an option that DMs can include to whatever degree they want to unbalance their game (making a second "balancing" mechanism superfluous)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6034740, member: 2067"] That's always been the case. Every DM runs a different table, so you ALWAYS have to adapt your modules. I don't think it's too much to presume that the back cover and/or introduction of a given adventure specify any modules they include. You don't need to do extra research, you just need to read the thing. And, of course, if it's not easy to determine if the thing is going to work for your specific game, you probably shouldn't purchase it. You have two options. You can assume that every table plays every game in exactly the same way and then produce things that meet all tables, and that work perfectly because all tables run the same way. OR You can assume that tables are diverse, that DMs can make judgments for their own tables, and produce an ecosystem in which a diversity of products can flourish with DMs who know what they want and who can act on it. Only one of those two assumptions matches how people play the game in reality. But I see we've already moved the goalposts from "Attunement is an essential balancing mechanism!" to "Magic items must be balanced so that it's easy to write modules!", so I'm claiming victory on the former. ;) Magic items being optional means that you have a balanced game (without magic items) that you can break in a way that suits you (by adding magic items). The game empowers you to make that choice by educating you about the effects of breaking the game (by telling you that adding a bunch of magic items is going to up your party's power). Sounds like we're in agreement: Magic items are an option that DMs can include to whatever degree they want to unbalance their game (making a second "balancing" mechanism superfluous) [/QUOTE]
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