The Shaman
First Post
Korgoth said:As far as "handwaving"... that's the best part about Classic! If you're a Northman Fighter of Arnor, you get to do Rangerish things if you want, etc. Men of Laketown know about boating, veterans of Ithilien are also Rangerish, men of Rohan are expert riders, etc. I don't need a spreadsheet and 15 full-color supplements to do that stuff. That stuff is Baby Easy.
Both QFT - double-true!Celebrim said:You are facing a problem of moving goal posts and shifting definitions. Since the people you are arguing with advance no definitions of what mysterious might be, they can say anything that they want and you can't call them on it because they aren't advancing any position or defend any position anything. You just are going to run around in circles listening continually to, "No, you're wrong. No, you're wrong."
You are also trying to prove a much stronger assertion than you really need to prove. You don't need to prove that magic meets some arbitrary standard for what is 'mysterious' in the past. All you have to prove is the relative assertion that it was more mysterious in the past than it is now. So any counter argument that it wasn't really 'mysterious' being advanced from someone with no firm or even open standard for what 'mysterious' is and who is just using the word as an emotional signifier ('It doesn't feel mysterious...') can together with a $1.98 buy you a coffee.
It should have been obvious that the thread was basically done when people were reduced to claiming, in defiance of the evidence of thier eyes and the text and the declaration in the text of the author's intent, that artifacts had been stated out in the 1st edition DMG.
The "spirit" of D&D varies from group to group and player to player. For some it's a tactical wargame only slightly removed from chess, for others it's a framework from which to craft a shared story experience, and for others it's a mix of the two or possibly something else entirely.Emirikol said:Do Magic Item "Shops" wreck the spirit of D&D?
Does the overcustomization and overtwinking of the game wreck the spirit of the game? Does it just become a Mario-Bro's game where you're just trying to get enough "coins?" Can you hear the blinging sound in your campaigns?
My experience is that magic shops appeal to players who have a very specific concept for the character they want to play and want the opportunity to customize that character's gear to fit that image. The motivation isn't necessarily twinkery: it could be a player who wants her paladin to wield a holy avenger greatsword that was entrusted to her by the master of her order, something that is important to the player from a roleplaying standpoint as much or more than the mechanical advantage it confers. For this player, a +1/+3 v. trolls longsword found in a dungeon doesn't carry the same significance as the magic blade that was blessed by her deity and bourne by one of the founders of her order.
I can understand why a player running a thief character might want to convert a horn of Valhalla and a helmet of light to gauntlets of dexterity, an amulet of proof against poison, and a pair of boots and striding and springing, and a magic shop, however that's defined in the campaign-world, provides an opportunity to do so.
While I understand that style of play, it's not one that personally appeals to me, and it's not one that someone playing in the games I run should necessarily expect. In my 3.0 game, potions could be purchased relatively easily and scrolls were often available in large cities, but otherwise obtaining a specific magic item was very, very difficult. Wizards willing to craft items for adventurers were few and far between, and rarely were magic items bought and sold - they were more likely to be exchanged as gifts or loaned than purchased for mere gold, if they were available at all. The adventurers were more or less dependent on what they could recover while adventuring, so this was an aspect of character customization that for all intents and purposes wasn't open to them in the game.
In a 1e game many years ago, I did include one "magic shop," but like the Bazaar of the Bizarre, the goods were rarely what they seemed . . .
When I'm on the far side of the screen, I rarely run a character in which I postulate certain gear as essential to the concept, beyond mundane items for flavor. I prefer to let what the character encounters during the course of play determine if an item becomes a "part of the character." It's what I enjoy as a player, so playing in a world where magic items are a common commodity doesn't appeal to me.