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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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*Pathfinder & Starfinder
Confirmed: Magic items and summoned monster stats in PHB
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4060979" data-attributes="member: 710"><p>I am lucky enough to have a stable group, but I know there are some players in there that would probably abuse any loophole he finds, provided it's not too difficult to find and not too stupid, either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But I still don't care much about what classes and abilities the players use. I tell them which supplements are okay, and if I use any house rules (like saying which classes are in or which races work differently), and otherwise I only react when something prove game-disrupting. </p><p>What is really helping me here is the fact that the 3.x rule system is pretty strong in the balance department. It's not perfect, but it's a lot better then most games. The trust I can't put in my players I can put on the rules. And the remainder is only the trust in my own ability to handle things gone awry (which is probably the least of all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>And that's the same what I hope for 4E. I don't have to worry about magical items in the PHB, because the rules are well-designed and will avoid gamebreaking elements for the most part.</p><p></p><p></p><p>I think the reason for this is because a lot of fun of playing 3E also comes from using and combining the mechanical elements. It isn't always about the best character build, it's about interesting build. You can design an entire character around a single weapon, or a type of spells, or define him about some oddball race. That is one of the strength of the 3E systems (from a "game" perspective), in my opinion, but it can still lead to trouble - if certain "builds" don't make sense in your campaign world, you have to tell "no" to a player. </p><p>And that's essentially saying a player he can't play the character he wants to play. Transposing this to non-mechanical game elements, it's saying a player "No, you can't play a mercenary with a shady past in my campaign". </p><p>You would probably rarely say that, but you might feel inclined to say "No Samurai/Ronin characters in my campaign!". But for the (3E) player, it feels the same. He has a character concept (maybe involving the characters story or personality, maybe involving its reflection in game statistics), and the DM says "no" to it.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4060979, member: 710"] I am lucky enough to have a stable group, but I know there are some players in there that would probably abuse any loophole he finds, provided it's not too difficult to find and not too stupid, either. :) But I still don't care much about what classes and abilities the players use. I tell them which supplements are okay, and if I use any house rules (like saying which classes are in or which races work differently), and otherwise I only react when something prove game-disrupting. What is really helping me here is the fact that the 3.x rule system is pretty strong in the balance department. It's not perfect, but it's a lot better then most games. The trust I can't put in my players I can put on the rules. And the remainder is only the trust in my own ability to handle things gone awry (which is probably the least of all :) ) And that's the same what I hope for 4E. I don't have to worry about magical items in the PHB, because the rules are well-designed and will avoid gamebreaking elements for the most part. I think the reason for this is because a lot of fun of playing 3E also comes from using and combining the mechanical elements. It isn't always about the best character build, it's about interesting build. You can design an entire character around a single weapon, or a type of spells, or define him about some oddball race. That is one of the strength of the 3E systems (from a "game" perspective), in my opinion, but it can still lead to trouble - if certain "builds" don't make sense in your campaign world, you have to tell "no" to a player. And that's essentially saying a player he can't play the character he wants to play. Transposing this to non-mechanical game elements, it's saying a player "No, you can't play a mercenary with a shady past in my campaign". You would probably rarely say that, but you might feel inclined to say "No Samurai/Ronin characters in my campaign!". But for the (3E) player, it feels the same. He has a character concept (maybe involving the characters story or personality, maybe involving its reflection in game statistics), and the DM says "no" to it. [/QUOTE]
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Confirmed: Magic items and summoned monster stats in PHB
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