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<blockquote data-quote="nevin" data-source="post: 9844828" data-attributes="member: 7024481"><p>no magic items were the slider of whether you wanted a gritty crawl through the desert or a high powered game or anything in between. If as a DM you wanted the players to take on high level things than thier levels might suggest you could buff the players with magic items. Magic Items also could be used to remove the power level disparities between high level character's like say warriors and mages. Magic Items also filled in missing classes like healers or other casters if needed for the story. They are also stealable, run out of charges and are consumable etc. So they can come and go as needed unlike player powers. They add an incredible flexibility to the game if used correctly. </p><p></p><p>Trying to fix DMin'g by controlling magic items in the rules was just stupid. Bad DM's will still do bad things and good DM's won't . There is no rule you can ever write that will fix that. The irony is that anyone thinks the 1/3 that don't like being told what to do were ever going to listen because a rule was written is rich. Your 1/3rd that don't read the book never got the memo so really you just tried to handcuff the 1/3rd that read and follow the rules. </p><p></p><p>So as I said a solution in search of a problem hoping everyone would play one way instead of the way they actually play.</p></blockquote><p></p>
[QUOTE="nevin, post: 9844828, member: 7024481"] no magic items were the slider of whether you wanted a gritty crawl through the desert or a high powered game or anything in between. If as a DM you wanted the players to take on high level things than thier levels might suggest you could buff the players with magic items. Magic Items also could be used to remove the power level disparities between high level character's like say warriors and mages. Magic Items also filled in missing classes like healers or other casters if needed for the story. They are also stealable, run out of charges and are consumable etc. So they can come and go as needed unlike player powers. They add an incredible flexibility to the game if used correctly. Trying to fix DMin'g by controlling magic items in the rules was just stupid. Bad DM's will still do bad things and good DM's won't . There is no rule you can ever write that will fix that. The irony is that anyone thinks the 1/3 that don't like being told what to do were ever going to listen because a rule was written is rich. Your 1/3rd that don't read the book never got the memo so really you just tried to handcuff the 1/3rd that read and follow the rules. So as I said a solution in search of a problem hoping everyone would play one way instead of the way they actually play. [/QUOTE]
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