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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="Solvarn" data-source="post: 5295320" data-attributes="member: 59666"><p><strong>Different tone</strong></p><p></p><p>The two major problems with 4E have been risk and reward.</p><p> </p><p>The philosophy changed with magic items when the decision to print them in the PHB instead of the DMG was made. This was a mistake from a reward standpoint.</p><p> </p><p>The problem or issue with magic items in 4E is that they are essentially a secondary leveling mechanic, where gold = secondary XP. The sheer variety of items and combinations available has made balancing and testing their different combinations very difficult for Wizards to successfully do, and has revealed probably the second largest design flaw in 4E.</p><p> </p><p>The levels and treasure bundles were a very good and more concrete idea of character wealth for a DM to go by as a baseline. The job of handing out magic items should largely be the fiat of the DM, and this info should have been in the DMG from the onset. </p><p> </p><p>Magic items shouldn't be balanced against each other to the degree that powers are, and I'm glad this has been realized. They shouldn't be homogenized either. They are extraordinary, and for many, they are the reason to play. At the same time, the DM should be fully enpowered to hand them out in a way that helps to prevent abuse or specifically prepare adventurers for the challenges they have in place.</p><p> </p><p>This does not mean that a DM should be deaf to requests from their players. It just means they should be the final word on the subject.</p><p> </p><p>This is a move in the right direction.</p></blockquote><p></p>
[QUOTE="Solvarn, post: 5295320, member: 59666"] [b]Different tone[/b] The two major problems with 4E have been risk and reward. The philosophy changed with magic items when the decision to print them in the PHB instead of the DMG was made. This was a mistake from a reward standpoint. The problem or issue with magic items in 4E is that they are essentially a secondary leveling mechanic, where gold = secondary XP. The sheer variety of items and combinations available has made balancing and testing their different combinations very difficult for Wizards to successfully do, and has revealed probably the second largest design flaw in 4E. The levels and treasure bundles were a very good and more concrete idea of character wealth for a DM to go by as a baseline. The job of handing out magic items should largely be the fiat of the DM, and this info should have been in the DMG from the onset. Magic items shouldn't be balanced against each other to the degree that powers are, and I'm glad this has been realized. They shouldn't be homogenized either. They are extraordinary, and for many, they are the reason to play. At the same time, the DM should be fully enpowered to hand them out in a way that helps to prevent abuse or specifically prepare adventurers for the challenges they have in place. This does not mean that a DM should be deaf to requests from their players. It just means they should be the final word on the subject. This is a move in the right direction. [/QUOTE]
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4E's New Direction: Giving the game back to the DM.
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