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<blockquote data-quote="kalani" data-source="post: 6775695" data-attributes="member: 88085"><p>Sacred cows are a trap. As long as the changes happen at the start of a season, and that we have a method by which existing characters can be ported over to the changes - it's all good. Any change (no matter how small) will upset some players, and make others happy. Allowing PCs to choose from a list of magic items, or any magic item of their choice every 4 levels would annoy those players who like the current MI system, but would inversely please those unhappy with the system. There will also be others who think that any change didn't go far enough, or went too far.</p><p></p><p>Ultimately, I am of the opinion that we should make changes (to the rules) only if we feel it improves the system and not for the sake of shaking things up. If we feel the MI system needs work, we can trial a few changes (perhaps even with a playtest group, while also providing polls to see what the global player base prefers) and tinker with things until we get it right (by which I mean that it runs smoothly with a minimum of complaints). The current MI system for example is passable, but has run into issues with things like <em>wingwear</em> and <em>balloon packs</em> which float the line between permanent and consumable items (I personally wish that <em>wingwear</em> recharged 1 charge/day, and recharged all charges at a node which would have fit within the AL ruleset, but alas such was not the case). </p><p></p><p>As far as making changes to said system, I don't think we should toss the baby out with the bathwater. Perhaps we are being too harsh on the specific items being offered (and might perhaps allow the odd chase item such as +X plate, or a +X polearm through); perhaps we might offer players a choice between a small list of items (say 3 items), or perhaps we might revisit the item breakage rules (eg. allowing players the option of removing one item from their logsheet at the end of an adventure, but doing so forfeits their ability to contest the item/gain a magic item in its place); or the item trading rules (players might be allowed to swap non-certed items at the end of an adventure with characters participating in the same adventure); etc.</p><p></p><p>I don't think we should try a completely different MI system however, until such times as we have tweaked the one we have to see if it only needs a minor adjustment. Same goes for other aspects to the ruleset.</p></blockquote><p></p>
[QUOTE="kalani, post: 6775695, member: 88085"] Sacred cows are a trap. As long as the changes happen at the start of a season, and that we have a method by which existing characters can be ported over to the changes - it's all good. Any change (no matter how small) will upset some players, and make others happy. Allowing PCs to choose from a list of magic items, or any magic item of their choice every 4 levels would annoy those players who like the current MI system, but would inversely please those unhappy with the system. There will also be others who think that any change didn't go far enough, or went too far. Ultimately, I am of the opinion that we should make changes (to the rules) only if we feel it improves the system and not for the sake of shaking things up. If we feel the MI system needs work, we can trial a few changes (perhaps even with a playtest group, while also providing polls to see what the global player base prefers) and tinker with things until we get it right (by which I mean that it runs smoothly with a minimum of complaints). The current MI system for example is passable, but has run into issues with things like [I]wingwear[/I] and [I]balloon packs[/I] which float the line between permanent and consumable items (I personally wish that [I]wingwear[/I] recharged 1 charge/day, and recharged all charges at a node which would have fit within the AL ruleset, but alas such was not the case). As far as making changes to said system, I don't think we should toss the baby out with the bathwater. Perhaps we are being too harsh on the specific items being offered (and might perhaps allow the odd chase item such as +X plate, or a +X polearm through); perhaps we might offer players a choice between a small list of items (say 3 items), or perhaps we might revisit the item breakage rules (eg. allowing players the option of removing one item from their logsheet at the end of an adventure, but doing so forfeits their ability to contest the item/gain a magic item in its place); or the item trading rules (players might be allowed to swap non-certed items at the end of an adventure with characters participating in the same adventure); etc. I don't think we should try a completely different MI system however, until such times as we have tweaked the one we have to see if it only needs a minor adjustment. Same goes for other aspects to the ruleset. [/QUOTE]
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