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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="GoodKingJayIII" data-source="post: 3395932" data-attributes="member: 13804"><p>I'm not nearly as worked up as you think I am. Again, hyperbole and all that. Actually, the thing that most upsets me is when a community of generally pleasant and friendly folks turn an otherwise interesting debate into flame war and name-calling contest. Not everyone is doing this, of course. But there's something about this topic that really polarizes people. It's ridiculous.</p><p></p><p></p><p></p><p>Nah, I didn't miss the point. I liked that part of the discussion. I was more ranting about the other part of the topic, which dealt mostly with magic item "Wal Marts" and how much of a problem they cause. This of course confuses me. For whom are these Walmarts a problem? To the DM who disallows such "nonsense" in his games? No, because it's a nonfactor. Is it a problem for the DM who allows these conveniences? Obviously not, because it seems to be working for him. To the player who runs in either of these games? Maybe, because one might not be his style of play. If that's the case, that player needs to either 1) discuss it with the DM and maybe find a compromise or 2) move on and find another game.</p><p></p><p>Some of the attitude in this thread points to:</p><p></p><p>More magic items = less "mature" game</p><p>Less magic items = more "mature" game</p><p></p><p>I don't think anyone's openly stated it this way. But it's been implied plenty of times, by any number of people. It's an absurd notion; no one's game is better than the other.</p><p></p><p></p><p></p><p>Seems like a fine solution to me. Have you found it limits your ability to play a module as written? Do you have to do anythin beyond converting loot into numbers more reasonable for your game? Do you need to throw the CR tables out the window, as some have suggested? Does any other part of the game need a major overhaul?</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 3395932, member: 13804"] I'm not nearly as worked up as you think I am. Again, hyperbole and all that. Actually, the thing that most upsets me is when a community of generally pleasant and friendly folks turn an otherwise interesting debate into flame war and name-calling contest. Not everyone is doing this, of course. But there's something about this topic that really polarizes people. It's ridiculous. Nah, I didn't miss the point. I liked that part of the discussion. I was more ranting about the other part of the topic, which dealt mostly with magic item "Wal Marts" and how much of a problem they cause. This of course confuses me. For whom are these Walmarts a problem? To the DM who disallows such "nonsense" in his games? No, because it's a nonfactor. Is it a problem for the DM who allows these conveniences? Obviously not, because it seems to be working for him. To the player who runs in either of these games? Maybe, because one might not be his style of play. If that's the case, that player needs to either 1) discuss it with the DM and maybe find a compromise or 2) move on and find another game. Some of the attitude in this thread points to: More magic items = less "mature" game Less magic items = more "mature" game I don't think anyone's openly stated it this way. But it's been implied plenty of times, by any number of people. It's an absurd notion; no one's game is better than the other. Seems like a fine solution to me. Have you found it limits your ability to play a module as written? Do you have to do anythin beyond converting loot into numbers more reasonable for your game? Do you need to throw the CR tables out the window, as some have suggested? Does any other part of the game need a major overhaul? [/QUOTE]
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Andy Collins: "Most Magic Items in D&D Are Awful"
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