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General Tabletop Discussion
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Analysis of "Typical" Magic Item Distribution
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<blockquote data-quote="Dausuul" data-source="post: 6489953" data-attributes="member: 58197"><p>If Joe Fighter has a <em>belt of storm giant strength</em> and a <em>+3 greatsword</em>, and Jane Fighter has only mundane gear, I don't know why you need a section in the DMG to tell you there's going to be some imbalance there.</p><p></p><p>They <em>could</em> provide guidelines to factor in combat-oriented magic items when calculating encounter difficulty. They could do the same with a lot of stuff. The question is, at what point does it stop being worth the trouble? You're never, ever, ever going to get encounter guidelines that you don't have to calibrate for your particular group. That's impossible because some groups are made up of newbie gamers and others are made up of hardcore combat optimizers. 4E was the poster child for tight combat math, but when I was running 4E, I quickly learned that I had to crank up my encounter difficulty 1-2 levels beyond the recommended values. If I ran an encounter at level, my players would yawn their way through the fight. Level+1 was the absolute minimum, and boss fights had to be level+3 to level+4.</p><p></p><p>I wouldn't mind having some guidelines for magic items and CR, but I don't feel like the lack of them is a big deal.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6489953, member: 58197"] If Joe Fighter has a [I]belt of storm giant strength[/I] and a [I]+3 greatsword[/I], and Jane Fighter has only mundane gear, I don't know why you need a section in the DMG to tell you there's going to be some imbalance there. They [I]could[/I] provide guidelines to factor in combat-oriented magic items when calculating encounter difficulty. They could do the same with a lot of stuff. The question is, at what point does it stop being worth the trouble? You're never, ever, ever going to get encounter guidelines that you don't have to calibrate for your particular group. That's impossible because some groups are made up of newbie gamers and others are made up of hardcore combat optimizers. 4E was the poster child for tight combat math, but when I was running 4E, I quickly learned that I had to crank up my encounter difficulty 1-2 levels beyond the recommended values. If I ran an encounter at level, my players would yawn their way through the fight. Level+1 was the absolute minimum, and boss fights had to be level+3 to level+4. I wouldn't mind having some guidelines for magic items and CR, but I don't feel like the lack of them is a big deal. [/QUOTE]
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Analysis of "Typical" Magic Item Distribution
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