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<blockquote data-quote="Celtavian" data-source="post: 6420402" data-attributes="member: 5834"><p>First, no magic item economy or creation does not mean no magic items. </p><p></p><p>Second how does making the game easier to run not make sense to you? Are you mostly a player or mostly a DM? Do you have any idea what kind of a nightmare the magic item Christmas tree was like in 3E/Pathfinder? Not just in terms of style, but play?</p><p></p><p>The math has to add up because when a player obtains a magic item that slants the math heavily in their favor, the DM no longer has any reason to run the game. The game loses any sense of challenge. The PC runs over the encounters with relative ease. Then the DM must compensate by adjusting encounters to deal with the magic item. Are you one of those players that doesn't care if the DM is having a good time? You do know that most of us that DM a lot don't have a good time watching players run over everything like it's a speed bump? That's why we are concerned with the math of the game, including the effect magic items have on combat balance.</p><p></p><p>The entire game is <strong>false rewards</strong>. The entire game is a <strong>placebo</strong>. It's all an illusion. The DM's job is to create the illusion of a challenge. <em>Meaningfulness</em>? What does that even mean coming from a magic item? If you get a magic item that let's you destroy everything, how is that meaningful or even fun? <em>Meaningful</em> should create the illusion that the item gives you some kind of special power, not such a mathematically superior advantage as to trivialize encounters. </p><p></p><p>Most of us DMs have had to deal with escalating player options whether abilities or magic items that trivialize the game and make it pointless for us to even run encounters. We're the ones that spend the most time preparing to make the game fun for players. So of course we're going to be highly concerned with the math behind the game because that is how we create the illusion that players are accomplishing something <strong>meaningful</strong>.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6420402, member: 5834"] First, no magic item economy or creation does not mean no magic items. Second how does making the game easier to run not make sense to you? Are you mostly a player or mostly a DM? Do you have any idea what kind of a nightmare the magic item Christmas tree was like in 3E/Pathfinder? Not just in terms of style, but play? The math has to add up because when a player obtains a magic item that slants the math heavily in their favor, the DM no longer has any reason to run the game. The game loses any sense of challenge. The PC runs over the encounters with relative ease. Then the DM must compensate by adjusting encounters to deal with the magic item. Are you one of those players that doesn't care if the DM is having a good time? You do know that most of us that DM a lot don't have a good time watching players run over everything like it's a speed bump? That's why we are concerned with the math of the game, including the effect magic items have on combat balance. The entire game is [b]false rewards[/b]. The entire game is a [b]placebo[/b]. It's all an illusion. The DM's job is to create the illusion of a challenge. [I]Meaningfulness[/I]? What does that even mean coming from a magic item? If you get a magic item that let's you destroy everything, how is that meaningful or even fun? [I]Meaningful[/I] should create the illusion that the item gives you some kind of special power, not such a mathematically superior advantage as to trivialize encounters. Most of us DMs have had to deal with escalating player options whether abilities or magic items that trivialize the game and make it pointless for us to even run encounters. We're the ones that spend the most time preparing to make the game fun for players. So of course we're going to be highly concerned with the math behind the game because that is how we create the illusion that players are accomplishing something [b]meaningful[/b]. [/QUOTE]
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