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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="jimpaladin" data-source="post: 3654498" data-attributes="member: 53202"><p>I guess this is where I see 3.x now. In the olden days, you would have had to cast identify on the sword and that would have allowed for me as DM to throw the history into it if it was well known. otherwise it was a +1 sword with a special power.</p><p></p><p>Now you don't hear bards use knowledge(ancient) or Wizards using knowledge(arcana) or even casting an identify spell. it's more of give me what I want to know now. IMC I make the history of the weapon tied to the pc's as if they find a sword they must use it for a time before you can discover it's powers. They must be at least of masterwork quality to begin to work toward a +1 weapon.</p><p></p><p>I work with my players to find out what would be an awesome weapon to them and incoprate it into why they adventure. Same with a wizards staff. I know I not making alot of sense <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> Basically, you as a player get to "design" your own magic weapon. It just doesn't start til you get a masterwork weapon, then your desires are matched with what you do to over time produce a weapon to your liking. same with armor, and wizards staves.</p></blockquote><p></p>
[QUOTE="jimpaladin, post: 3654498, member: 53202"] I guess this is where I see 3.x now. In the olden days, you would have had to cast identify on the sword and that would have allowed for me as DM to throw the history into it if it was well known. otherwise it was a +1 sword with a special power. Now you don't hear bards use knowledge(ancient) or Wizards using knowledge(arcana) or even casting an identify spell. it's more of give me what I want to know now. IMC I make the history of the weapon tied to the pc's as if they find a sword they must use it for a time before you can discover it's powers. They must be at least of masterwork quality to begin to work toward a +1 weapon. I work with my players to find out what would be an awesome weapon to them and incoprate it into why they adventure. Same with a wizards staff. I know I not making alot of sense :heh: Basically, you as a player get to "design" your own magic weapon. It just doesn't start til you get a masterwork weapon, then your desires are matched with what you do to over time produce a weapon to your liking. same with armor, and wizards staves. [/QUOTE]
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