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<blockquote data-quote="Majoru Oakheart" data-source="post: 5972985" data-attributes="member: 5143"><p>What it comes down to, is that they all enforce a playstyle on the DM, however. If the DM wants to run a game where the PCs don't have any resources at all except those they take off the dead bodies of their enemies, and the idea that gods would directly involve themselves in 5 people trapped in a tunnel is against his/her sensibilities, then the game is saying "Don't run your game, run OUR game! In our game you MUST write into your storyline free magic items for the Fighter, whether you like it or not."</p><p></p><p>The same applies to someone who wants to run a game completely without magic items...or one who wants to be able to take all the items away from the PCs as a plot device but still have the PCs capable of escaping and winning combats, and so on. There are so many ideas for adventures that you just aren't allowed to use because the rules stop you from doing so.</p><p></p><p>Sure, and I would expect them to. But whether those items are magic or not is another story. If the DM doesn't want them to be, he is forced to make them magic by the rules now.</p><p></p><p>Sure, but if your party consists of a Cleric, 2 Wizards, and a Fighter and you find a treasure pile that consists of a magic sword, a magic armor, a magic shield, a magic helm that protects you from spells(this pile was generated because the rules said Fighters needed magic items to be balanced, so you gave out magic items specifically for him)....and 100 gp.</p><p></p><p>Now, the 2 Wizards and the Cleric in the party can either say "We fought our way through all of these dangerous traps for our share of 100 gp" and give the Fighter all the magic items. Or they can demand that the magic items be split equally amongst the group so that the magic items can be sold later to make it worth their while to go on the adventure.</p><p></p><p>Which makes sense. As long as you can't sell the items and buy something that gives mechanical benefits to anyone else in the party. Because then, there are mechanical incentives to take those items away from the Fighter.</p><p></p><p>Especially if the balance of the game is based on Fighters having magic items. I mean, why give the magic items to the one person in your party who is extremely weak without them when you could give them to the Wizard, who is designed to be much stronger without items and make him even stronger?</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5972985, member: 5143"] What it comes down to, is that they all enforce a playstyle on the DM, however. If the DM wants to run a game where the PCs don't have any resources at all except those they take off the dead bodies of their enemies, and the idea that gods would directly involve themselves in 5 people trapped in a tunnel is against his/her sensibilities, then the game is saying "Don't run your game, run OUR game! In our game you MUST write into your storyline free magic items for the Fighter, whether you like it or not." The same applies to someone who wants to run a game completely without magic items...or one who wants to be able to take all the items away from the PCs as a plot device but still have the PCs capable of escaping and winning combats, and so on. There are so many ideas for adventures that you just aren't allowed to use because the rules stop you from doing so. Sure, and I would expect them to. But whether those items are magic or not is another story. If the DM doesn't want them to be, he is forced to make them magic by the rules now. Sure, but if your party consists of a Cleric, 2 Wizards, and a Fighter and you find a treasure pile that consists of a magic sword, a magic armor, a magic shield, a magic helm that protects you from spells(this pile was generated because the rules said Fighters needed magic items to be balanced, so you gave out magic items specifically for him)....and 100 gp. Now, the 2 Wizards and the Cleric in the party can either say "We fought our way through all of these dangerous traps for our share of 100 gp" and give the Fighter all the magic items. Or they can demand that the magic items be split equally amongst the group so that the magic items can be sold later to make it worth their while to go on the adventure. Which makes sense. As long as you can't sell the items and buy something that gives mechanical benefits to anyone else in the party. Because then, there are mechanical incentives to take those items away from the Fighter. Especially if the balance of the game is based on Fighters having magic items. I mean, why give the magic items to the one person in your party who is extremely weak without them when you could give them to the Wizard, who is designed to be much stronger without items and make him even stronger? [/QUOTE]
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