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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Oofta" data-source="post: 9240448" data-attributes="member: 6801845"><p>You're the one insisting that there could be a formula that tells you exactly what impact a magic item has. How this would work, what it would look like, how to account for table variation? "Feedback!" <em>That</em> is ridiculous. It's a pipe dream, something that cannot work unless you have a much more constrained system and throw DM empowerment out the window.</p><p></p><p>We are not playing a board game or an MMO. There simply is no way to figure out how a specific magical item will affect a party because there are simply too many variables. A fair number of items will be relatively straightforward, a +2 weapon is better than a +1. But how much does a flaming rapier change? Is it in the hands of a rogue, a paladin or a fighter? What level are they? What are the PC's ability scores? A high level rogue with a 20 dex sees minimal difference in damage, a fighter is adding 3.5 average damage to every attack that hits, at higher levels and with action surge that could start to add up.</p><p></p><p>On the other hand, a DM that has a good idea of what their PCs are can have a decent grasp. If an item is more powerful than expected, which happens sometimes, they an change course the next game. I'm not pushing back against what you want as transparency because I think it's an inherently bad idea, I'm pushing back because what you want is <em>impossible.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 9240448, member: 6801845"] You're the one insisting that there could be a formula that tells you exactly what impact a magic item has. How this would work, what it would look like, how to account for table variation? "Feedback!" [I]That[/I] is ridiculous. It's a pipe dream, something that cannot work unless you have a much more constrained system and throw DM empowerment out the window. We are not playing a board game or an MMO. There simply is no way to figure out how a specific magical item will affect a party because there are simply too many variables. A fair number of items will be relatively straightforward, a +2 weapon is better than a +1. But how much does a flaming rapier change? Is it in the hands of a rogue, a paladin or a fighter? What level are they? What are the PC's ability scores? A high level rogue with a 20 dex sees minimal difference in damage, a fighter is adding 3.5 average damage to every attack that hits, at higher levels and with action surge that could start to add up. On the other hand, a DM that has a good idea of what their PCs are can have a decent grasp. If an item is more powerful than expected, which happens sometimes, they an change course the next game. I'm not pushing back against what you want as transparency because I think it's an inherently bad idea, I'm pushing back because what you want is [I]impossible.[/I] [/QUOTE]
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Does/Should D&D Have the Player's Game Experience as a goal?
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