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<blockquote data-quote="mmadsen" data-source="post: 139946" data-attributes="member: 1645"><p>Great suggestions, kenjib. I know I've seen some of them before too, but they're good -- and they belong in this thread!</p><p></p><p></p><p></p><p>I agree with this one very strongly! Numerical bonuses lack flavor, and I'd rather see all the magic go into effects that seem magical. </p><p></p><p>I also like divorcing to-hit and damage; it makes even more sense once you're using armor-as-DR, etc.</p><p></p><p>You mention magical Damage Resistance. Arthur Tealeaf beat me to the punch in recommending a special weakness for each monster. I much prefer DR with a weakness of silver, or mistletoe, or salt, or whatever to "+3 or better magical weapons".</p><p></p><p></p><p></p><p>All good suggestions. Magic items in D&D are even less costly to use than spells; many work all the time with no negative side effects.</p><p></p><p></p><p></p><p>Another favorite.</p><p></p><p></p><p></p><p>Quite useful with meta-gaming players. Analogous to switching around monster descriptions but keeping the old stats.</p><p></p><p></p><p></p><p>This one seems like a natural.</p><p></p><p></p><p></p><p>Anyone have those rules sitting around?</p><p></p><p></p><p></p><p>Actually, the characters probably don't have to learn about the item's history to unlock the powers; they simply won't know to use them until they learn the history. Maybe the brave Fighter goes to hold off an Orc horde in a mountain pass, and his Masterwork Longsword just keeps scoring criticals...</p><p></p><p></p><p></p><p>Wonderful suggestion. It's such a literary staple, but it gets overlooked in gaming.</p><p></p><p></p><p></p><p>Bringing us back to the earlier "little change" to have no "Village of Hommlet" to return to.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 139946, member: 1645"] Great suggestions, kenjib. I know I've seen some of them before too, but they're good -- and they belong in this thread! I agree with this one very strongly! Numerical bonuses lack flavor, and I'd rather see all the magic go into effects that seem magical. I also like divorcing to-hit and damage; it makes even more sense once you're using armor-as-DR, etc. You mention magical Damage Resistance. Arthur Tealeaf beat me to the punch in recommending a special weakness for each monster. I much prefer DR with a weakness of silver, or mistletoe, or salt, or whatever to "+3 or better magical weapons". All good suggestions. Magic items in D&D are even less costly to use than spells; many work all the time with no negative side effects. Another favorite. Quite useful with meta-gaming players. Analogous to switching around monster descriptions but keeping the old stats. This one seems like a natural. Anyone have those rules sitting around? Actually, the characters probably don't have to learn about the item's history to unlock the powers; they simply won't know to use them until they learn the history. Maybe the brave Fighter goes to hold off an Orc horde in a mountain pass, and his Masterwork Longsword just keeps scoring criticals... Wonderful suggestion. It's such a literary staple, but it gets overlooked in gaming. Bringing us back to the earlier "little change" to have no "Village of Hommlet" to return to. [/QUOTE]
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