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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E's New Direction: Giving the game back to the DM.
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5294695" data-attributes="member: 5143"><p>The difference is the ability to do this is directly related to what the players will let you do. In a home game you can make your players angry and lose players if you make changes that make the game no fun for them. Especially when they show up expecting one thing and get another.</p><p></p><p>Although Encounters and the RPGA are good examples of why it's a good idea to explicitly state where the DM gets to decide. I'm an Admin for Living Forgotten Realms and I like that there is a default in the rules as well as an option for those DM who don't like the default.</p><p></p><p></p><p>You are reading too much into things. Rare items are balanced when used in the recommended fashion(1 per PC per tier with a 50/50 split between their common items and uncommon items). Essentials classes are designed to be balanced with all of the previous classes. DMs should not have to adjust any encounters at all simply because everyone is playing Essentials classes.</p><p></p><p>The reason magic item rarity is designed to give DM empowerment is because the system says "Players can't buy Uncommon or Rare magic items nor can they craft them without the express permission of the DM". It enables DMs to do LESS work to police their game. They can simply say "Make up characters using the default rules. Everyone starts at 15th level." and not worry that someone will come into their game with something like Frostcheese combinations. On the other hand, it provides an easy tool for DMs who prefer a more open game simply by changing the "slider". One DM can say "And you can buy Uncommon items if you want" if he wants to.</p><p></p><p></p><p>I'm not sure where any of this is making the new DMs job harder. It's all designed to make it easier.</p><p></p><p>I mean, the Magic Item Rarity system is designed to make players have less complicated magic items on their characters sheets and to remove the game breaking(or bending) items from being able to be freely brought to your table by every player.</p><p></p><p>The Essentials classes are designed to have less complicated status effects and game mechanics so they can be more easily understood by players and new DMs alike.</p><p></p><p>The default rules for Dark Sun are simply "No Divine Classes". But there is a side bar saying that a DM can break this rule if he wants. It gives the DM options without really adding complications. It's easy to say "No, I'm using the standard rules".</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5294695, member: 5143"] The difference is the ability to do this is directly related to what the players will let you do. In a home game you can make your players angry and lose players if you make changes that make the game no fun for them. Especially when they show up expecting one thing and get another. Although Encounters and the RPGA are good examples of why it's a good idea to explicitly state where the DM gets to decide. I'm an Admin for Living Forgotten Realms and I like that there is a default in the rules as well as an option for those DM who don't like the default. You are reading too much into things. Rare items are balanced when used in the recommended fashion(1 per PC per tier with a 50/50 split between their common items and uncommon items). Essentials classes are designed to be balanced with all of the previous classes. DMs should not have to adjust any encounters at all simply because everyone is playing Essentials classes. The reason magic item rarity is designed to give DM empowerment is because the system says "Players can't buy Uncommon or Rare magic items nor can they craft them without the express permission of the DM". It enables DMs to do LESS work to police their game. They can simply say "Make up characters using the default rules. Everyone starts at 15th level." and not worry that someone will come into their game with something like Frostcheese combinations. On the other hand, it provides an easy tool for DMs who prefer a more open game simply by changing the "slider". One DM can say "And you can buy Uncommon items if you want" if he wants to. I'm not sure where any of this is making the new DMs job harder. It's all designed to make it easier. I mean, the Magic Item Rarity system is designed to make players have less complicated magic items on their characters sheets and to remove the game breaking(or bending) items from being able to be freely brought to your table by every player. The Essentials classes are designed to have less complicated status effects and game mechanics so they can be more easily understood by players and new DMs alike. The default rules for Dark Sun are simply "No Divine Classes". But there is a side bar saying that a DM can break this rule if he wants. It gives the DM options without really adding complications. It's easy to say "No, I'm using the standard rules". [/QUOTE]
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