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Disappointed in 4e
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<blockquote data-quote="Zustiur" data-source="post: 4539591" data-attributes="member: 1544"><p>I disagree on both points. Firstly, magic items do not <em>need</em> to be in the PHB, as evidenced by previous editions. Secondly, you do not <em>need</em> the DMG to adjudicate the game, although it certainly helps. This is because it is intended to be a <em>guide</em> to running the game, not a book of game rules.</p><p>Roughly, the PHB should include rules. The DMG should be a guide to running the game, and the MM contains lots of monsters you can use in your game if you want to.</p><p>If you only have the PHB, you have all you require to play the game. The reason I posted earlier is that someone was implying that players should all have the DMG in order to have all the rules for the game. This is not so. The 'rules' presented in the DMG are not for general use by the players.</p><p>The MM is, and always has been entirely optional. You can stick to NPCs in your games, or you can create your own monsters.</p><p></p><p>It was a joke, I was merely pointing out the discrepancy in the title and the content of the books.</p><p></p><p></p><p>How about, because it's hard enough keeping munchkin players focussed on the story without giving them hundreds of items to peruse? Or more importantly, because I liked having all the fancy items hidden from player knowledge because it made handing them out so much more special. Or because I'd like that extra space in the PHB used for something more productive (and for preference the DMG would then have been longer).</p><p></p><p>Exactly. I prefer to run low-fantasy settings. With magic items being rare, and non-complex. That is, most of them are just straight +X items, and only a few items get handed out that have special abilities tied to them. Putting all that info in the PHB gives players the expectation of finding fancy items, which I have no intention of handing out. But that's okay, because there are so many other reasons for me not to DM in 4E, that it makes no difference any more.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 4539591, member: 1544"] I disagree on both points. Firstly, magic items do not [I]need[/I] to be in the PHB, as evidenced by previous editions. Secondly, you do not [I]need[/I] the DMG to adjudicate the game, although it certainly helps. This is because it is intended to be a [I]guide[/I] to running the game, not a book of game rules. Roughly, the PHB should include rules. The DMG should be a guide to running the game, and the MM contains lots of monsters you can use in your game if you want to. If you only have the PHB, you have all you require to play the game. The reason I posted earlier is that someone was implying that players should all have the DMG in order to have all the rules for the game. This is not so. The 'rules' presented in the DMG are not for general use by the players. The MM is, and always has been entirely optional. You can stick to NPCs in your games, or you can create your own monsters. It was a joke, I was merely pointing out the discrepancy in the title and the content of the books. How about, because it's hard enough keeping munchkin players focussed on the story without giving them hundreds of items to peruse? Or more importantly, because I liked having all the fancy items hidden from player knowledge because it made handing them out so much more special. Or because I'd like that extra space in the PHB used for something more productive (and for preference the DMG would then have been longer). Exactly. I prefer to run low-fantasy settings. With magic items being rare, and non-complex. That is, most of them are just straight +X items, and only a few items get handed out that have special abilities tied to them. Putting all that info in the PHB gives players the expectation of finding fancy items, which I have no intention of handing out. But that's okay, because there are so many other reasons for me not to DM in 4E, that it makes no difference any more. [/QUOTE]
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