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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="Celebrim" data-source="post: 3393713" data-attributes="member: 4937"><p>IMO, it is the responcibility of the GM to ensure that players have access to the resources that they need to accomplish the task. How a GM does that is a matter of personal style. I'd rather do it with foils/villains that wield the same weapon as your character, or by hiding the resources in dungeons to be discovered by the attentive party, or by allowing players to trade favors with high level crafters, or by making thier own tools. All of those seem far better solutions to me than treating magic items as commodities, because it robs magic items of thier mythic status, thier specialness, and the full measure of pride and satisfication that a player feels upon getting an item.</p><p></p><p></p><p></p><p>Not at all. It is a deliberate decision. It means that that player than can do his own crafting obtains the full measure of reward for pursuing that path, and has a character that is 'special' in a way that he would not be if he lived in a world were magic items were mundane commodities. </p><p></p><p></p><p></p><p>These sorts of statements irritate me. I would hope that there is alot more to your character than what fighting style he adopts which to me is a tertairy trait of characterization at best. The notion of 'weapon choice' = 'character concept' strikes me as CRPG lite at best. As a DM if I asked you to submit a character concept for approval, I'd probably be irritated if any sort mechical issue like what weapon you wielded was mentioned, must less central to the character. For one thing, the best and maybe only case I can think of for mentioning a weapon in your character concept is the 'legacy weapon inherited from family member' and that plot device is so well used now as to be hackneyed at best, and only slightly better than 'two scimitar wielding drow ranger' (which again, notice the irritating idea that weapon choice equal character concept).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3393713, member: 4937"] IMO, it is the responcibility of the GM to ensure that players have access to the resources that they need to accomplish the task. How a GM does that is a matter of personal style. I'd rather do it with foils/villains that wield the same weapon as your character, or by hiding the resources in dungeons to be discovered by the attentive party, or by allowing players to trade favors with high level crafters, or by making thier own tools. All of those seem far better solutions to me than treating magic items as commodities, because it robs magic items of thier mythic status, thier specialness, and the full measure of pride and satisfication that a player feels upon getting an item. Not at all. It is a deliberate decision. It means that that player than can do his own crafting obtains the full measure of reward for pursuing that path, and has a character that is 'special' in a way that he would not be if he lived in a world were magic items were mundane commodities. These sorts of statements irritate me. I would hope that there is alot more to your character than what fighting style he adopts which to me is a tertairy trait of characterization at best. The notion of 'weapon choice' = 'character concept' strikes me as CRPG lite at best. As a DM if I asked you to submit a character concept for approval, I'd probably be irritated if any sort mechical issue like what weapon you wielded was mentioned, must less central to the character. For one thing, the best and maybe only case I can think of for mentioning a weapon in your character concept is the 'legacy weapon inherited from family member' and that plot device is so well used now as to be hackneyed at best, and only slightly better than 'two scimitar wielding drow ranger' (which again, notice the irritating idea that weapon choice equal character concept). [/QUOTE]
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