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*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
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<blockquote data-quote="James Gasik" data-source="post: 9500148" data-attributes="member: 6877472"><p>I mean, absolutely, you want the players to feel like they are playing a game, not having the game inflicted upon them. The more time I have between sessions, however, the more I tend to overanalyze my campaigns.</p><p></p><p>And sometimes, without meaning to, I fall into this loop.</p><p></p><p>"Hm, the party steamrolled that encounter. Well that's ok, you should have easy battles from time to time, make you feel like you're getting powerful!"</p><p></p><p>"Ok, they walked through that fight as well. Maybe I should make the next encounter tougher? Well wait, maybe it's ok- we could focus on other things while they Steven Seagal their way through the fights!"</p><p></p><p>"But...if it's a fight they can win without even really expending resources, why even have it? Should I just handwave it? But at that point, why even have encounters, I could just give them xp and treasure and describe how they defeat the enemies and save us a bunch of pointless die rolls!"</p><p></p><p>"No, that's silly, they want to play the game, they want to roll dice, obviously they want to be challenged! I'll just tweak the numbers a little and..."</p><p></p><p>"Ok everyone looks annoyed and exhausted. Gah, that fight took so long to finish! Wait, now they want to take a long rest?! It's only the second encounter!"</p><p></p><p>You get the idea, lol. I always have this internal debate when not only designing adventures, but figuring out treasure. I want them to be excited to get treasure, but I'm also wary of how it impacts the game. Is this the right time to let them find an upgrade? If not now, when?</p><p></p><p>I'm basically the person 3e and 4e were made for, when it comes to treasure, because I had nice little guidelines about when players should have X bonuses, lol.</p><p></p><p>5e's "eh, just figure it out for yourself" approach really doesn't work for me, lol. And then of course, there's the constant struggle to make players excited to find gold and valuables, which means I likely will need to give them purchasing power, and eventually, the ability to get the items they want. Which is a good thing! Or so I tell myself, then I start thinking about how that went in my 3e/Pathfinder games...</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9500148, member: 6877472"] I mean, absolutely, you want the players to feel like they are playing a game, not having the game inflicted upon them. The more time I have between sessions, however, the more I tend to overanalyze my campaigns. And sometimes, without meaning to, I fall into this loop. "Hm, the party steamrolled that encounter. Well that's ok, you should have easy battles from time to time, make you feel like you're getting powerful!" "Ok, they walked through that fight as well. Maybe I should make the next encounter tougher? Well wait, maybe it's ok- we could focus on other things while they Steven Seagal their way through the fights!" "But...if it's a fight they can win without even really expending resources, why even have it? Should I just handwave it? But at that point, why even have encounters, I could just give them xp and treasure and describe how they defeat the enemies and save us a bunch of pointless die rolls!" "No, that's silly, they want to play the game, they want to roll dice, obviously they want to be challenged! I'll just tweak the numbers a little and..." "Ok everyone looks annoyed and exhausted. Gah, that fight took so long to finish! Wait, now they want to take a long rest?! It's only the second encounter!" You get the idea, lol. I always have this internal debate when not only designing adventures, but figuring out treasure. I want them to be excited to get treasure, but I'm also wary of how it impacts the game. Is this the right time to let them find an upgrade? If not now, when? I'm basically the person 3e and 4e were made for, when it comes to treasure, because I had nice little guidelines about when players should have X bonuses, lol. 5e's "eh, just figure it out for yourself" approach really doesn't work for me, lol. And then of course, there's the constant struggle to make players excited to find gold and valuables, which means I likely will need to give them purchasing power, and eventually, the ability to get the items they want. Which is a good thing! Or so I tell myself, then I start thinking about how that went in my 3e/Pathfinder games... [/QUOTE]
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