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<blockquote data-quote="pemerton" data-source="post: 6356176" data-attributes="member: 42582"><p>I know how 4e works. And as a GM, on balance I prefer the 4e approach to mathematical bonuses because I prefer the tightly bounded accuracy that it tends to generate.</p><p></p><p>If I was to run 5e, in which the bounded accuracy ostensibly works without the need for mathematical bonuses as part of the system, then I would probably just drop +X items altogether.</p><p></p><p>AD&D certainly expected plenty of selling of magic items (and had a chart with the gp value for when that took place).</p><p></p><p>More generally, I don't see the point of "rewards" that are not actually that. I think magic items are more interesting when they are pleasing to the players. In the very first AD&D campaign I ever GMed, I put in a Flame Tongue two-handed sword without having rolled the 1% chance for that, because the fighter in the game was a 2h-sword wielder. This was for exactly the reason [MENTION=6777693]transtemporal[/MENTION] gave upthread.</p><p></p><p>And yet more generally, I just don't feel it's helpful to characterise play preferences - "I prefer a game in which magic items are a part of PC build that is under GM rather than player control" - in a way that sounds moralising - "Players who prefer the opposite are <em>spoiled</em>". In any version of D&D, acquiring magic items (whether via discovery or via expenditure of treasure to manufacture them) requires the players to play the game. The only difference is who decides what is acquired.</p><p></p><p> [MENTION=58197]Dausuul[/MENTION] says upthreat that "people take more satisfaction in things they've worked hard for". Even if we allow that playing a hobby game can count as "working hard" - which is at least open to question - does anyone think that earning levels in 4e play - which is, per the rules, a necessary condition of triggering treasure parcel placement - is not hard work in the relevant sense? I've seen no evidence to suggest that playing 5e demands more from a player per unit of time spent playing the game. And questing for a specific item, in a GM-placement player-sandbox design, is still just playing the game, and thus - unless there is a problem with the GM - still just as interesting and fun-inducing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6356176, member: 42582"] I know how 4e works. And as a GM, on balance I prefer the 4e approach to mathematical bonuses because I prefer the tightly bounded accuracy that it tends to generate. If I was to run 5e, in which the bounded accuracy ostensibly works without the need for mathematical bonuses as part of the system, then I would probably just drop +X items altogether. AD&D certainly expected plenty of selling of magic items (and had a chart with the gp value for when that took place). More generally, I don't see the point of "rewards" that are not actually that. I think magic items are more interesting when they are pleasing to the players. In the very first AD&D campaign I ever GMed, I put in a Flame Tongue two-handed sword without having rolled the 1% chance for that, because the fighter in the game was a 2h-sword wielder. This was for exactly the reason [MENTION=6777693]transtemporal[/MENTION] gave upthread. And yet more generally, I just don't feel it's helpful to characterise play preferences - "I prefer a game in which magic items are a part of PC build that is under GM rather than player control" - in a way that sounds moralising - "Players who prefer the opposite are [I]spoiled[/I]". In any version of D&D, acquiring magic items (whether via discovery or via expenditure of treasure to manufacture them) requires the players to play the game. The only difference is who decides what is acquired. [MENTION=58197]Dausuul[/MENTION] says upthreat that "people take more satisfaction in things they've worked hard for". Even if we allow that playing a hobby game can count as "working hard" - which is at least open to question - does anyone think that earning levels in 4e play - which is, per the rules, a necessary condition of triggering treasure parcel placement - is not hard work in the relevant sense? I've seen no evidence to suggest that playing 5e demands more from a player per unit of time spent playing the game. And questing for a specific item, in a GM-placement player-sandbox design, is still just playing the game, and thus - unless there is a problem with the GM - still just as interesting and fun-inducing. [/QUOTE]
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