howandwhy99
Adventurer
Because keeping magic in the game makes it better.Kamikaze Midget said:Because irrational reverence for a book makes the game better? :\
That was the off limits source.
Because keeping magic in the game makes it better.Kamikaze Midget said:Because irrational reverence for a book makes the game better? :\
howandwhy99 said:Perhaps this is why modification was the norm?
howandwhy99 said:My point is: magic is no longer magical. It's being pointed out as never having been magical. It is not unusual to here of players who regarded the original AD&D DMG with a bit of mystical regard.
howandwhy99 said:Inflation dollar-wise? no. But yes, D&D only competed against the mimics and other games that came in its' wake.
howandwhy99 said:I agree published materials don't have padlocks. So I make my own materials. How is this unimaginative? Magic can be mysterious in high or low magic worlds. What isn't mysterious is omniscient, metagaming players assuming all magical knowledge (and items) are known.
howandwhy99 said:I'm free to change not allow magic shops in my game, sure. The difficulty is, no I have a community of players who believe this is how the game should be played. It even says so in the DMG. Splatbooks are aggravating the problem.
painandgreed said:Just letting the players pick their weapons out of the DMG can take a good hour. Role playing everything, let alone figuring out what might or might not be avaiable at any give second, means no adventuring is happening that game session.
howandwhy99 said:Every spell effect is narrated by the DM, no?
howandwhy99 said:Every spell effect is narrated by the DM, no?
howandwhy99 said:These are all part of it. Why not have magic be magical too? I mean, it's right there. It's what makes fantasy different than, say, playing normal people in 2007. Why limit the potential for fun?
howandwhy99 said:I'm thinking some of this may be related to my previous post on the world being bizarro. Players make the story, DMs set up the mystery of the world and rules - consistent and predictable behind-the-scenes, but still unknown.
Celebrim said:I believe that is the best argument advanced so far why magic items should not be available for sell under any normal circumstances. One hour picking thier weapons out of the DMG???
Celebrim said:Or better yet, lets just go find the treasure in the dungeon/wilderness/wherever, don't you think?
MerricB said:The narration of the spell's effects (as in, making them seem colourful) is purely optional. "The fireball bursts and there's a series of loud screams from the orcs, which then fall silent as their scorched bodies lie where they fell." D&D's emphasis as a game changes from group to group. I tend for the more mechanical in combat ("The orcs die"), although I get more florid when describing magical areas and when roleplaying.
Thirsty said:I have found that being able to trade magic items easily has seen the interesting uses of unusual magic items disappear. Whereas before the players were inclined to keep all the magical items they found and try and put them to use in creative and interesting ways, now items fall into two categories: those to keep because they are immediately and/or obivously useful and those to sell because they are not.