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*Dungeons & Dragons
October Playtest Packet - Magic Items, Updated XP, Monster Traits
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<blockquote data-quote="Li Shenron" data-source="post: 6029357" data-attributes="member: 1465"><p>The problem is that players very often don't think that a balanced item is cool and are not excited to get it.</p><p></p><p>In fact most of the players are excited by balanced items only when they get TONS of them. To them that +1 is, if not exciting, at least pleasant because they feel like they are constantly increase their power. But try to hand out too few of those +1s and they are not pleased anymore. </p><p></p><p>It's either big guns or lots of guns... and I don't like either. I think the best solutions is trying to make items powerful AND balanced, but by using a balancing approach that is different:</p><p></p><p>- drawbacks, either automatic or % chance</p><p>- limited uses (generally unknown) before depleted</p><p>- effects that work only in selected circumstances</p><p></p><p>If you use a combination of these, the DM can keep the big guns under control.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6029357, member: 1465"] The problem is that players very often don't think that a balanced item is cool and are not excited to get it. In fact most of the players are excited by balanced items only when they get TONS of them. To them that +1 is, if not exciting, at least pleasant because they feel like they are constantly increase their power. But try to hand out too few of those +1s and they are not pleased anymore. It's either big guns or lots of guns... and I don't like either. I think the best solutions is trying to make items powerful AND balanced, but by using a balancing approach that is different: - drawbacks, either automatic or % chance - limited uses (generally unknown) before depleted - effects that work only in selected circumstances If you use a combination of these, the DM can keep the big guns under control. [/QUOTE]
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October Playtest Packet - Magic Items, Updated XP, Monster Traits
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