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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Confirmed: Magic items and summoned monster stats in PHB
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<blockquote data-quote="kennew142" data-source="post: 4061080" data-attributes="member: 18490"><p>My point was that it seems from many of your posts that you are worried about what your players may want to do given the rules of the game. If your players want to play one way, and you want to GM another way, it appears to be a compatibility problem.</p><p></p><p>My players and I have very compatible tastes. I know what kinds of games they are interested in, and they know what kinds of games I am interested in GMing. If they wanted to play a game where they played water traders, they know that other GMs can be found to run such a game. If they are interested in a campaign where there is high adventure, detailed world design, three dimensional NPCs, consistent and deep storylines that intertwine their character's personal storyline with that of the world as a whole, then they know I am happy to run it for them.</p><p></p><p>I would imagine that very few GMs want to spend the time and effort to design scenarios for characters with no depth, who don't want to exist as a part of the world.</p><p></p><p></p><p></p><p></p><p></p><p>When I was in the army, I ran games with a constantly changing player base. Even in that situation, I would rather run games for three or four really good gamers who were compatible with my style than with a full table of folks who were looking for something different than I was offering.</p><p></p><p>It would seem that many of our tastes our actually quite similar when it comes to gaming. The difference is that I have never believed that the players should have access to anything they want, whenever they want it - even if it is in the PHB. I fail to see how it can possibly affect my game if magic items are in the PHB. Unless I present a certain item as being available for purchase within the context of the game world, they cannot buy it.</p><p></p><p>As to the decanters of endless water issue, IMC the gp cost for creating items is a generic cost to cover the acquisition of the rare materials necessary for making the item. If the characters attempted to mass produce them, they would likely find that certain rare components were increasing in price (along with the demand), necessitating either an adventure to procure them - or an ever increasing amount of gold to purchase them. The point is that my players do know that this would be the likely result of any such scheme. That's why they would not try it. They understand that the economy of my game operates as much as possible within the known laws of economics. No GM fiat is necessary.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4061080, member: 18490"] My point was that it seems from many of your posts that you are worried about what your players may want to do given the rules of the game. If your players want to play one way, and you want to GM another way, it appears to be a compatibility problem. My players and I have very compatible tastes. I know what kinds of games they are interested in, and they know what kinds of games I am interested in GMing. If they wanted to play a game where they played water traders, they know that other GMs can be found to run such a game. If they are interested in a campaign where there is high adventure, detailed world design, three dimensional NPCs, consistent and deep storylines that intertwine their character's personal storyline with that of the world as a whole, then they know I am happy to run it for them. I would imagine that very few GMs want to spend the time and effort to design scenarios for characters with no depth, who don't want to exist as a part of the world. When I was in the army, I ran games with a constantly changing player base. Even in that situation, I would rather run games for three or four really good gamers who were compatible with my style than with a full table of folks who were looking for something different than I was offering. It would seem that many of our tastes our actually quite similar when it comes to gaming. The difference is that I have never believed that the players should have access to anything they want, whenever they want it - even if it is in the PHB. I fail to see how it can possibly affect my game if magic items are in the PHB. Unless I present a certain item as being available for purchase within the context of the game world, they cannot buy it. As to the decanters of endless water issue, IMC the gp cost for creating items is a generic cost to cover the acquisition of the rare materials necessary for making the item. If the characters attempted to mass produce them, they would likely find that certain rare components were increasing in price (along with the demand), necessitating either an adventure to procure them - or an ever increasing amount of gold to purchase them. The point is that my players do know that this would be the likely result of any such scheme. That's why they would not try it. They understand that the economy of my game operates as much as possible within the known laws of economics. No GM fiat is necessary. [/QUOTE]
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Confirmed: Magic items and summoned monster stats in PHB
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