Celebrim
Legend
Vocenoctum said:The discussion has already gone over the ground. Do you randomly throw items at the player and thus he'll never get Gauntlets of Dexterity, no matter HOW much the player would want some for his rogue? DO you tailor the magic items to what YOU think the pcs want?
I do neither. I put items in the game because I think that the player needs the item in order to have a good chance of success, or else because I think it is appropriate to the possessions or horde of a particular type being. 'Appropriate' here covers alot of ground, and can include things like the history and geography of the area, the profession or shtick of the NPC, or some story I've created as backstory.
I try my best to make items unique. I like items to have breadth rather than just depth, something that annoys me about the current crafting rules. I like items to be nearly unique, and I like powerful items to have some sort of drawback or weakness.
3e gives the players a say in the matter, though the DM can always override it. You can keep what you find, or sell it for half price and get what you want. There is still a great advantage to finding the Gauntlets of Dexterity rather than buying them.
The "mystery" of Gauntlets of Dexterity is a very subjective thing, and I doubt it was ever as strong as folks suggest in these kinds of threads. If every magic item in your campaign has a backstory, the odds are still likely that the players would focus on one or two objects and the rest would become "Gauntlets of Dexterity" rather than "Beltars Gloves of Dextrous Maneuvering".
I think you are entirely missing my point.