Celebrim said:
Voc: We are talking past each other. Or at least, I know I'm talking past you and in my experience that's usually a two way street. One last try, and then we'll just have to agree to disagree.
I don't think we are really. I think we agree on many points, but that I think the rules allow all these playstyles whereas you present that somehow these other play styles are flawed compared to the way you customized your campaign.
And my point is that you don't need that word 'just'. It's a qualifier, and its a subjective qualifier. It implies that they have an inferior quality. I agree that no matter what, these gloves are still gloves. I don't agree with the 'just'. Once you get rid of the 'just', the whole way of looking at things changes.
The word "just" fits, because there is no mystique to Gauntlets of Ogre Power in most campaigns, and never has been. Are the players happy to now have 18/00 strength? most certainly. Does it make a difference if the item is Gaunlets of Ogre Power, or Boots of Heavy Lifting? In the vast majority of cases, no. The player will remember he has 18/00 strength, but the gaunlets themselves are nothing more than a venue. If you make the item "more" by detailing the background and building a story around them, and do the same with every magic item that the players have, then the gauntlets will still most likely lose their mystique and return to the status of "reason I have strength".
Unless of course you're building the Gauntlet/Girdle/ Hammer setup of course.
They are freaking gauntlets of ogre power!!! Gauntlets of ogre power!!! No mystique to gauntlets of ogre power!?!?! I do not want to play in your games.
Probably not. I don't make a big deal about inconsequential items. I also don't have 15 minutes of backstory every time the Magic User casts Magic Missile.
You know, in previous editions, we didn't wonder why wizards made powerful items. We wondered why they made the weak stuff. The rules were so nebulous that it seemed the same effort to make a +1 sword as to make a +5 sword.
I don't have to invent one. It's called story-telling.
Here we do seem to be talking across one another, as I'm refering to actually changing the item, vs adding to a story where the item remains the same. One is rules based, one is storytelling.
You do know that a rule is a restriction? Without rules you can do anything. Customizing things is actually harder in 3.X than in earlier editions. It takes more work, and there are restrictions in what you can do if you want to maintain the structure. That isn't to say that the results might not be more satisfying 3.X, but don't imagine that the DM has more options to customize items, monsters, and the like than he had before.
Again, you're crossing things up here. 3.5 is a lot easier for a player to customize things, as there ARE rules he can assume are in place. In earlier editions, the DM adjudicated such things and the random factor was so nebulous as to make it more of a bargaining process with the DM rather than a player crafting something he wanted.
As DM, the power to "customize" things was all based on the DM's will in earlier editions, and there is no way a ruleset can prohibit the DM from customizing his game, so it's the same in 3.5. 3.5 does give guidelines for power balancing and such, but if the DM wants to throw a CR5 monster at his first level PC's, he can do it. (or he can just run a Necromancer module.
3.5 has certainly not made magic items more customizable than any previous edition, and I am most certainly not complaining that about the power to create items being available to the PC's. If you think that, you aren't hearing me.
In the core rules a player can customize his magic items by adding powers to retain the Masterwork sword he started with. This wasn't a core rule in previous editions. They've also added customization options such as Weapons of Legacy, Ancestral Relic, Kensai, etc.
I think you're saying that items aren't as customizable because the options are presented, and somehow that limits the player. I disagree, since in previous editions the options were not presented at all, and that limited the player a lot more. Now we at least have a baseline before having to stray into DM Fiat land.
If I create a new magic item, it in no ways alters the rules. If I create a new monster it in no way alters the rules. I can do all sorts of customization without touching the rules.
Are you sure about that? I mean, yes, as a matter of fact I'm not using the rules as written, but if I was, it wouldn't preclude me customizing my game in different ways.
I'm not saying that customizing the game and changing rules to fit the game are in any way wrong. I regard them as required for most things, otherwise we wouldn't need teh DM as referee. If you create a new system for making magic items scaleable or otherwise useful throughout a career, at least in previous editions, then you're customizing/houseruling and while that's fine, it is a change.