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*Dungeons & Dragons
2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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<blockquote data-quote="tetrasodium" data-source="post: 9218222" data-attributes="member: 93670"><p>I think your might be approaching things from a perspective of preserving all of the things 5e does to make using magic items create problems. The people I'm this thread talking about how wotc needs to do better I'm 2024 & how 2014 5e makes things difficult have been dealing with it for years. </p><p></p><p> We even have almost a decade of posts and discussions where people far beyond this thread ask for help dealing with it... Those discussions usually start with a gm presenting a problem like one of these</p><ul> <li data-xf-list-type="ul">"Any monsters a gm throws at their PCs are destroyed effortlessly" this one occasionally even comes in a form that expresses how the GM tried to kill their party and the party just shrugged it off looking for the next encounter without noticing</li> <li data-xf-list-type="ul">The gm expresses how PC capabilities are so far in excess of monsters that they are so obviously unthreatened combat becomes a boring joke.</li> <li data-xf-list-type="ul">The gm complains about it being too much work forcing all of the do clocks and filler needed to pad out the adventuring day enough to begin challenging their PCs. </li> <li data-xf-list-type="ul">The GM can't figure out how to get their players to work together and the players don't see a need because they trounce anything any of fiat unleashed with ease</li> <li data-xf-list-type="ul">The GM is frustrated about the difficulty they have in rewarding players and generating adventure incentive in the face of excessive doom clocks without overpowering PCs who have been above the game's power Budget since level 4.</li> <li data-xf-list-type="ul">Many many more</li> </ul><p></p><p>The design of 2014 to present magic items themselves where the edition that tried to make magic items "always a boon" for whatever reason decided just about every magic item should be more powerful than it's 3.x counterpart is the problem that is in the way of what you've been discussing for the last few posts. </p><p></p><p> Fixing that magic item design requires the gm to nerf the items (or PCs) themselves and get the players to accept the nerfs. Once that has been done the GM still needs to start rebuilding all of monsters they use in order to challenge their PCs. Soon enough the GM in question comes to the realization that they need to add more rules to fight against the "always a boon" design in order limit magic items.</p><p></p><p>All of that tends to be a trial and error acid test for the gm with real players because the books and wotc themselves try to have it both ways while offering zero advice in either direction. what you don't see are threads fleshing out the acid test because there are too many variables to fix and an avalanche of "just do x" combined with "that problem is not relevant to[related problem" alongside supergm who never had any problems because of their nine year 5e gm big belt buckle just makes all of those problems go away in a way players easily accept. </p><p></p><p>Eventually we all need to admit that there are a lot of individual problems 5e creates for the gm wanting to use magic items. While those problems may be easy to individually fix in isolation they are all related and the way a gm chooses to fix them impacts many of the others. That level of intercommunication makes targeting of incorrectly assumed to be isolated problems just the start of someone's acid test.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9218222, member: 93670"] I think your might be approaching things from a perspective of preserving all of the things 5e does to make using magic items create problems. The people I'm this thread talking about how wotc needs to do better I'm 2024 & how 2014 5e makes things difficult have been dealing with it for years. We even have almost a decade of posts and discussions where people far beyond this thread ask for help dealing with it... Those discussions usually start with a gm presenting a problem like one of these [LIST] [*]"Any monsters a gm throws at their PCs are destroyed effortlessly" this one occasionally even comes in a form that expresses how the GM tried to kill their party and the party just shrugged it off looking for the next encounter without noticing [*]The gm expresses how PC capabilities are so far in excess of monsters that they are so obviously unthreatened combat becomes a boring joke. [*]The gm complains about it being too much work forcing all of the do clocks and filler needed to pad out the adventuring day enough to begin challenging their PCs. [*]The GM can't figure out how to get their players to work together and the players don't see a need because they trounce anything any of fiat unleashed with ease [*]The GM is frustrated about the difficulty they have in rewarding players and generating adventure incentive in the face of excessive doom clocks without overpowering PCs who have been above the game's power Budget since level 4. [*]Many many more [/LIST] The design of 2014 to present magic items themselves where the edition that tried to make magic items "always a boon" for whatever reason decided just about every magic item should be more powerful than it's 3.x counterpart is the problem that is in the way of what you've been discussing for the last few posts. Fixing that magic item design requires the gm to nerf the items (or PCs) themselves and get the players to accept the nerfs. Once that has been done the GM still needs to start rebuilding all of monsters they use in order to challenge their PCs. Soon enough the GM in question comes to the realization that they need to add more rules to fight against the "always a boon" design in order limit magic items. All of that tends to be a trial and error acid test for the gm with real players because the books and wotc themselves try to have it both ways while offering zero advice in either direction. what you don't see are threads fleshing out the acid test because there are too many variables to fix and an avalanche of "just do x" combined with "that problem is not relevant to[related problem" alongside supergm who never had any problems because of their nine year 5e gm big belt buckle just makes all of those problems go away in a way players easily accept. Eventually we all need to admit that there are a lot of individual problems 5e creates for the gm wanting to use magic items. While those problems may be easy to individually fix in isolation they are all related and the way a gm chooses to fix them impacts many of the others. That level of intercommunication makes targeting of incorrectly assumed to be isolated problems just the start of someone's acid test. [/QUOTE]
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2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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