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General Tabletop Discussion
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Analysis of "Typical" Magic Item Distribution
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<blockquote data-quote="SilverfireSage" data-source="post: 6487811" data-attributes="member: 6778313"><p>This is optimistic, but unrealistic. There aren't enough monsters to cover that wide range of levels, and the entire point of this edition is being able to use monsters that aren't in the Correct CR. The challenge isn't always going to be perfect, but that's ok, because we're playing an RPG, not a video game. The game reflects the world, not perfect representation of it. </p><p></p><p></p><p></p><p>I apologize, but by that statement, a dice based RPG doesn't seem to be the ideal game for you. The point of the dice is to add in the very real element of chance, because people are not perfect and will not react the same way every time. Failure can happen even when you make the perfect decisions every time, and I'm sure you know all of this.</p><p></p><p></p><p></p><p>Nope, it isn't psychological, thanks to the bounded accuracy. AC doesn't increase in a linear fashion, or really in any fashion in this game, so any increase in attack will be beneficial across all levels. Higher level creatures, excluding the Tarrasque and such, cap out at around a 19 AC. So a +1 bonus will be beneficial against all creatures, not just the correct CR. So instead of the previous system, where once you got a magic item you automatically started fighting higher CR creatures in order to match it, you now have an advantage across all levels. It becomes actually worthwhile to have a magic item, rather than just a key to unlock the gate to higher CR monsters.</p><p></p><p></p><p></p><p>Maybe it's just the writing translating that wrong, but that seems a tad bit condescending. Perhaps you can actually address my point instead of brushing it off?</p></blockquote><p></p>
[QUOTE="SilverfireSage, post: 6487811, member: 6778313"] This is optimistic, but unrealistic. There aren't enough monsters to cover that wide range of levels, and the entire point of this edition is being able to use monsters that aren't in the Correct CR. The challenge isn't always going to be perfect, but that's ok, because we're playing an RPG, not a video game. The game reflects the world, not perfect representation of it. I apologize, but by that statement, a dice based RPG doesn't seem to be the ideal game for you. The point of the dice is to add in the very real element of chance, because people are not perfect and will not react the same way every time. Failure can happen even when you make the perfect decisions every time, and I'm sure you know all of this. Nope, it isn't psychological, thanks to the bounded accuracy. AC doesn't increase in a linear fashion, or really in any fashion in this game, so any increase in attack will be beneficial across all levels. Higher level creatures, excluding the Tarrasque and such, cap out at around a 19 AC. So a +1 bonus will be beneficial against all creatures, not just the correct CR. So instead of the previous system, where once you got a magic item you automatically started fighting higher CR creatures in order to match it, you now have an advantage across all levels. It becomes actually worthwhile to have a magic item, rather than just a key to unlock the gate to higher CR monsters. Maybe it's just the writing translating that wrong, but that seems a tad bit condescending. Perhaps you can actually address my point instead of brushing it off? [/QUOTE]
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Analysis of "Typical" Magic Item Distribution
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