I got a chance to try the game last night for a little bit. It was awesome!
We had three players and the DM (who owned the core box as well as the toolkit). Our DM was well-prepared, and had familiarized himself thoroughly with the rules, though he hadn't yet run or played the game. Two of...
I really dislike the idea of tailoring magic item finds to the PCs. It's too metagamey and fake for my tastes. I understand that many people do find such a system enjoyable, but for me, it's just not as fun. That's true whether I'm a player or a DM.
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Speaking of the guidelines in the 4E Dungeon Master's Guide, at least, the game obviously "expects" you to "lose" slightly more than a third of your total wealth gained as you level up. (Or at least, it accounts for a loss of 1/3 of your wealth in what it expects characters of a certain level...
I love the idea of trying to run a classic sandbox campaign, but I don't see how to do it without either:
1. Doing utterly insane amounts of prep work before the campaign and between sessions.
or
2. Being some kind of super-genius at improvisation.
By "how to do it" I mean how to run a...
Okay, here's a related, but more specific question:
What system has the best psionics rules that you've seen? Cool, flavorful, powerful, complex psionics. With mechanical support for interesting mental battles or psychic duels of some kind, ideally.