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General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Oofta" data-source="post: 9240125" data-attributes="member: 6801845"><p>How much do boots of flying help an archer? How about a melee fighter? How many enemies have flying in your game or effective ranged attacks? Do your encounters tend to happen outside or locations where people can fly out of reach of melee enemies? </p><p></p><p>That's just one simple example off the top of my head. I get you want some standard formula but it just doesn't exist. It can't. If you give out items you know your game, how you run it and your players better than WOTC. If you give people an item and the next couple of encounters are too easy, make the encounters a bit more difficult in the future. If you load up a low level party with a bunch or rare or very rare items, they're likely to be quite a bit more powerful. </p><p></p><p>I just don't see any of this being something that can be boiled down to a formula or, to be honest, all that difficult to figure out with a bit of trial and error. A +2 sword is more effective than a +1. Giving someone magic armor, shield, and cloak or ring of protection is going to make them difficult to hit. </p><p></p><p>They give you a price guideline now in XGtE which is probably about as accurate as anything we've ever had. I'd like to see a discussion of how much magic items and what rarity people should have at what level but include a discussion of low, medium and high magic campaigns. But an exact calculation of effect? It's never going to happen.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9240125, member: 6801845"] How much do boots of flying help an archer? How about a melee fighter? How many enemies have flying in your game or effective ranged attacks? Do your encounters tend to happen outside or locations where people can fly out of reach of melee enemies? That's just one simple example off the top of my head. I get you want some standard formula but it just doesn't exist. It can't. If you give out items you know your game, how you run it and your players better than WOTC. If you give people an item and the next couple of encounters are too easy, make the encounters a bit more difficult in the future. If you load up a low level party with a bunch or rare or very rare items, they're likely to be quite a bit more powerful. I just don't see any of this being something that can be boiled down to a formula or, to be honest, all that difficult to figure out with a bit of trial and error. A +2 sword is more effective than a +1. Giving someone magic armor, shield, and cloak or ring of protection is going to make them difficult to hit. They give you a price guideline now in XGtE which is probably about as accurate as anything we've ever had. I'd like to see a discussion of how much magic items and what rarity people should have at what level but include a discussion of low, medium and high magic campaigns. But an exact calculation of effect? It's never going to happen. [/QUOTE]
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Does/Should D&D Have the Player's Game Experience as a goal?
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