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DM's no longer getting crits on PC's
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<blockquote data-quote="Lanefan" data-source="post: 8768364" data-attributes="member: 29398"><p>You hit the key point quite early on in your post:</p><p></p><p>It's the bolded bit right here; which put another way says "By 3e, people (in particular, those people charged with designing the game) started over-thinking this stuff and trying to fine-tune the game's math and restrain its variables to a far-too-great degree."</p><p></p><p>You then quite rightly go on to note the follow-on issues this caused around magic items and values in each edition.</p><p></p><p>The other error both 3e and 4e made was to tie item pricing to a rigid formula rather than pricing each different item independently, leading to some inanely over- and under-priced items in both editions. The pricing in 1e and 2e wasn't perfect, but at least these was a sense that someone had tried to evaluate each item based on what it was and what it could do.</p><p></p><p>Another rigidly formulaic approach, only using a different base variable (rarity); and, as you note, coming up with similarly inane results.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8768364, member: 29398"] You hit the key point quite early on in your post: It's the bolded bit right here; which put another way says "By 3e, people (in particular, those people charged with designing the game) started over-thinking this stuff and trying to fine-tune the game's math and restrain its variables to a far-too-great degree." You then quite rightly go on to note the follow-on issues this caused around magic items and values in each edition. The other error both 3e and 4e made was to tie item pricing to a rigid formula rather than pricing each different item independently, leading to some inanely over- and under-priced items in both editions. The pricing in 1e and 2e wasn't perfect, but at least these was a sense that someone had tried to evaluate each item based on what it was and what it could do. Another rigidly formulaic approach, only using a different base variable (rarity); and, as you note, coming up with similarly inane results. [/QUOTE]
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