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Do you hate wish-lists too?
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<blockquote data-quote="FireLance" data-source="post: 5676746" data-attributes="member: 3424"><p>Personally, it looks to me to be just a matter of degree. Your system gives the players flexibility to select whatever magic item they want, given certain constraints such as level, form (belt, headgear, type of weapon, etc.) and rarity. My system keeps the level and rarity constraint, and is just more flexible on the form. </p><p></p><p>If you want to avoid the problem of the PCs constantly finding exactly what magic item they want, my system can avoid that by asking the players to narrate it differently. The PC actually found a different magic item, or monetary wealth instead of magic, and bartered, traded, bought, commissioned, or enchanted the magic item he wanted instead. Or the PC found no treasure, but was asked to choose a reward or a gift or was given a suitable one. These, to me, are all plausible in-game explanations for how a PC manages to get his hands on the exact magic item that he wants. I simply choose not to play out the acquisition of the magic item at the table and rule that it happens in the background, between adventures. That said, if a player wanted to narrate that his character was unbelievably lucky when it came to the magic item lottery, it doesn't really matter to me. </p><p></p><p>Fundamentally, wish lists boil down to the following for me:</p><p></p><p>Do you want to generate treasure randomly? Then wish lists are unnecessary. The RNG needs no wish lists.</p><p></p><p>Do you want to place treasure in your adventures without any input from your players? Then you don't need wish lists, either.</p><p></p><p>However, if you do want to formalize the process of asking your players what magic items they would like to see and have the opportunity to obtain in your campaign, then wish lists are one way to do that. If you want, you can even put in a disclaimer that putting an item on the wish list is simply a way to provide feedback to the DM and is not a guarantee that it will end up in the hands of the PC.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5676746, member: 3424"] Personally, it looks to me to be just a matter of degree. Your system gives the players flexibility to select whatever magic item they want, given certain constraints such as level, form (belt, headgear, type of weapon, etc.) and rarity. My system keeps the level and rarity constraint, and is just more flexible on the form. If you want to avoid the problem of the PCs constantly finding exactly what magic item they want, my system can avoid that by asking the players to narrate it differently. The PC actually found a different magic item, or monetary wealth instead of magic, and bartered, traded, bought, commissioned, or enchanted the magic item he wanted instead. Or the PC found no treasure, but was asked to choose a reward or a gift or was given a suitable one. These, to me, are all plausible in-game explanations for how a PC manages to get his hands on the exact magic item that he wants. I simply choose not to play out the acquisition of the magic item at the table and rule that it happens in the background, between adventures. That said, if a player wanted to narrate that his character was unbelievably lucky when it came to the magic item lottery, it doesn't really matter to me. Fundamentally, wish lists boil down to the following for me: Do you want to generate treasure randomly? Then wish lists are unnecessary. The RNG needs no wish lists. Do you want to place treasure in your adventures without any input from your players? Then you don't need wish lists, either. However, if you do want to formalize the process of asking your players what magic items they would like to see and have the opportunity to obtain in your campaign, then wish lists are one way to do that. If you want, you can even put in a disclaimer that putting an item on the wish list is simply a way to provide feedback to the DM and is not a guarantee that it will end up in the hands of the PC. [/QUOTE]
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