Celebrim said:Here is a sample list from a module I just grabbed off the shelf (given in 1st edition order):
13 16 14 18 15 14 (14th level character)
18(56) 11 12 17 14 12 (7th level character)
18(88) 11 9 15 15 10 (7th level character)
18(22) 14 10 12 16 14 (7th level character)
14 12 15 13 14 10 (5th level character)
16 14 9 15 11 9 (5th level character)
Celebrim said:And I still say Uller's complaint is ridiculous. If the DM doesn't want to give a +2 mace out, he doesn't have to. Next time the ubervillian can have a +2 bow instead of a magic greatsword, if the DM is feeling like rewarding the player with access (after suitable trials) to a magic bow.
Yeah...it shocked my 1e sensibilities too...but then I realized this is better because I know that as a player I _hate_ relying on the DM to give me "gifts" and "rewards" as he pleases. Just let me keep my character within a certain set of parameters. So I accorde my players that same flexibility. Maybe that makes magic "mundane"...but so does having a character who can shoot lightning bolts or heal a wound from a sword.Sheesh. Look, if you want to run a magic is so common its mundane campaign, go ahead. I'm just saying it shocks the h3ll out of my 1st edition sensibilities.
Spell casters can work with other characters to make magic items. A high level wizard can purchase a MW weapon or higher a weaponsmith to make one for him. But certainly SOME armorers, etc are spell casters.Besides which, it takes a 5th level spell caster to forge magic items. Are all the armorers, weaponsmiths, bowyers, and so forth in your world high level spell casters?
And, if so, what level do you start your campaigns at and what level are average thugs like orcs and goblins?
It just feels silly after a while to me. Sure...once in a while its fine (and I certainly do that when it makes sense). But eventually that +1 rapier is going to get old and and the player will want a more powerful one. Do you then put in a villian with a +3 rapier or have one in a treasure pile somewhere? Even if rapiers are very rare in the setting?Fenes 2 said:What is so bad about taking a villain that uses a rapier to "give" a PC a magical rapier?
As a DM I tailor my adventures to the PCs and players, not to some obscure "realism" or "canon random treasure table".
Celebrim said:
I think you are making a mountain out of a molehill. I've never had any of the problems that you guys are complaining about, either as a player or a DM.
To do otherwise is to be so heavy handed that the PC's notice when they are being railroaded, and everyone knows that is a bad thing.
And ultimately, whether you have an IC 'magic shop' or off camera menu that your players can select from, it is the same thing only if you are handling it 'off camera' you are just saying 'I don't want to be bothered by that.'
I started about the same time...at first people would just reroll over and over again or just outright fudge it (usually with DMs blessing...sometimes not). I did play in a lot of games where the DM insisted on 3d6...place them as they fall but then we'd play in modules where the villains were like the scores above.Celebrim said:I started playing D&D in 1980 and I never had a DM who insisted on 3d6 six times - love it, that's all you are getting. 4d6 and other variations have been standard pretty much since the start. What's wrong with an NPC having the equivalent of a good 4d6 roll or a 32 point buy? Are you saying that doesn't happen now?
They are both balancing factors that DMs (and players) can use to keep the game relatively balanced.And in any event, what does that have to do with the 'wealth tables' or the commonality of magic items?
Pro'lly...but that's what this board is for. No?I think you are making a mountain out of a molehill.
That's fine for common items...but the player that has his heart set on a particular item to round out his PC that is more rare either has to ask the DM for it or just go without.I've never had any of the problems that you guys are complaining about, either as a player or a DM. Ok, the villain has a +1 spetum. No one uses a spetum. Oh, well. Hey, the villain has a +1 morningstar! That's mine!
Like I said...that works great for common items. And that's what I do. But it is nice to give the players a way to pick up more rare/custom items they want in order to round out their characters without having to place them in adventures all the time. (but it is also fun to require a quest for the more important ones).Bad taste in your mouth? For what? I defy a PC to consistantly differentiate between when I rolled for generic items and when I placed them.
That is absolutely true...the DM must control the magic in his game to keep it at the right level. I prefer the "off camera" approach because for my group table time is very limited (one 6 hour session every month...sometimes less). Roleplaying the "quest" to purchase some potions of cure serious wounds is a waste of time unless it is actually advancing the story.And ultimately, whether you have an IC 'magic shop' or off camera menu that your players can select from, it is the same thing only if you are handling it 'off camera' you are just saying 'I don't want to be bothered by that.' And ultimately, however the PC's get the items you as the DM are responcible for giving them what they got.
No...they are a tool for the DM to balance the game. Giving the players some ability to get the magic items they want (within those guidelines) is a tool that I give my players.The wealth tables aren't even remotely a tool for giving PC's more control over themselves. That is utterly silly.
Apparently...if a group of Trolls had Sting, Orcrist AND Glamdring (and IIRC the swords in the barrow wights' lair were also magical) one must assume that such weapons are not all that rare (or Tolkien is a bit of a Monty Haul DMSting is mundane? Everyone has an elven blade? Sheesh.
Look, my point is that it is entirely different to say that magic is more readily available in 3rd edition, and magic needs to be more readily available so I'll allow PC's to buy almost anything they want between adventures.
Uller said:
It just feels silly after a while to me. Sure...once in a while its fine (and I certainly do that when it makes sense). But eventually that +1 rapier is going to get old and and the player will want a more powerful one. Do you then put in a villian with a +3 rapier or have one in a treasure pile somewhere? Even if rapiers are very rare in the setting?
Did I ever say that I tried to be "realistic" or that I used random treasure tables religiously? WTF? I make my NPCs the way I want them to fit the adventure, the setting. The "anti-wealth table" and "anti-magic 7-11" people were the ones saying about "realism". I try to make my games FUN...for the PLAYERS. Sticking them with magic items they don't really want doesn't seem very fun to me. Nor does having NPCs who coincidently carry the magic items the PCs want.
I certainly tailor my adventures to the characters...but I prefer to concentrate on story-lines and interesting encounters...not tailoring gear to the PCs. YMMV

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.