jgbrowning said:The reason why this new rule bothers me so much is that there is this undercurrent about it. As if I as a DM make situations that are challaging to my players and i dont reward them with stuff they can use that i am somehow being an "unreasonable" DM. An "adversarial" DM.
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Personally i find this new drow ruling to be one of many short, seemingly logical steps, towards promoting the idea that DM's must materially reward players. The first seamingly logical step was basing monster CRs off one particular concept for how much magic PC's should have. And then the CR's were used to generate exp.
As anyone can tell you, if you try to play DnD in low magic settings, you run into serious balance issues, making the game less flexible for people who like that type of play.
again i think the real problem is not world consistancy, economic issues, or item creation rules. the main problem is that players expect to be able to use drow weapons as regular weapons.
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IMC, I have very few magic items, but I have not too many problems with game balance since I usually use NPCs as opponents, not too many monsters, and tailor both types to my party. I also keep a tight watch on intra-party balance - I do not care how official a spell is, if it is unbalancing it gets banned or altered.
But the main reason I have not many problems is that my campaign is centered on roleplaying interactions and not on combat. Last night we had 5 hours filled with 3 receptions, one party, and one assassin's struggle to develop a willpower reducing drug ("Thrallwine" from Lords of Darkness) by the tried and true method of trial and error, self testing and clinical tests with "volunteered subjects".
Edit: Almost forgot. The PCs in that campaign are living in luxury in the decadent south, so monetary rewards are useless anyway, and magic items are scarce, so no one expects them on an average foe.
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