Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
October Playtest Packet - Magic Items, Updated XP, Monster Traits
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="VinylTap" data-source="post: 6029425" data-attributes="member: 6697217"><p>I really don't buy the "GM empowerment" argument. There's nothing wrong with striving for a balanced RAW game, if a GM really wants to be "empowered" in that way he's completely entitled to makes his own magic items. If these items we're arguing about aren't balanced to begin with, then why not leave it up to your GM to design? I think its really important for the core rules to be contained-- fun, wild ideas are the stuff of modules. If the rule doesn't help make the game "better", mechanically, there should be a considerable debate as to whether the rule should be in the core at all. Less is a lot more in this case-- when you're trying to make the most solid base you can. </p><p></p><p>Is it a qualitative vs. quantitative argument we're having over the boots? Or am i stretching the metaphor a little far? I can see benefits to both design philosophies. Narrative mechanics are fun and feel more natural, but they're also really open for abuse. Limitations on abuses just lead to more convoluted rules, that are in-turn, misconstrued into even more complex problems with RAW and slanted reading. Simple mechanics are best if they do service to the narrative "essence", but I'd never want a nice elegant mechanic to be tossed out for a poorly written "natural" solution. At some point, its always a "mechanic", some "feel" better than others, but some are also structurally better for the flow of the game. A good balance definitely makes for the best rules. I think people are right in arguing the stealth rules will change quite a bit before the game is published, I just don't think they're looking at them yet.</p></blockquote><p></p>
[QUOTE="VinylTap, post: 6029425, member: 6697217"] I really don't buy the "GM empowerment" argument. There's nothing wrong with striving for a balanced RAW game, if a GM really wants to be "empowered" in that way he's completely entitled to makes his own magic items. If these items we're arguing about aren't balanced to begin with, then why not leave it up to your GM to design? I think its really important for the core rules to be contained-- fun, wild ideas are the stuff of modules. If the rule doesn't help make the game "better", mechanically, there should be a considerable debate as to whether the rule should be in the core at all. Less is a lot more in this case-- when you're trying to make the most solid base you can. Is it a qualitative vs. quantitative argument we're having over the boots? Or am i stretching the metaphor a little far? I can see benefits to both design philosophies. Narrative mechanics are fun and feel more natural, but they're also really open for abuse. Limitations on abuses just lead to more convoluted rules, that are in-turn, misconstrued into even more complex problems with RAW and slanted reading. Simple mechanics are best if they do service to the narrative "essence", but I'd never want a nice elegant mechanic to be tossed out for a poorly written "natural" solution. At some point, its always a "mechanic", some "feel" better than others, but some are also structurally better for the flow of the game. A good balance definitely makes for the best rules. I think people are right in arguing the stealth rules will change quite a bit before the game is published, I just don't think they're looking at them yet. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
October Playtest Packet - Magic Items, Updated XP, Monster Traits
Top