[EDITION WARZ] Selling Out D&D's Soul?

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Speaking of schitzophrenic.....

Hussar said:
You're missing the point RC. I'm going to go out on a limb here and say that there were extremely few groups out there that used 1e RAW. I'd go a step further and say that the vast majority barely scratched the surface of the RAW.


BTW, speaking of schitzophrenic statements, are you aware how incongruous this is with your statement that you couldn't have a dwarven wizard because you were shackled by the RAW?

:lol:
 

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Papewaio of The Org said:
Like news that is touted like TV or newspapers rather then town criers.
Magic is no longer magic. It is just black box technology that you can go down to your local and buy off the shelf. How much good fantasy literature has the adventurers going down to the local market and buying all the items they want. It is a staple in sci-fi to go out and buy the best or go to a black market to do so, but normally magic is treated as something special and not like a slushy at the local 7-11.
I feel almost exactly the same about this aspect. Magic items have really lost the "sense of wonder" they once had, when anyone with the right feats and a few XP to spare can churn them out assembly line style, or head down to the general store and buy up big. Needless to say, this wasone of the first things I houseruled when we went to 3.5 - the magic item creation system I use is a blend of 1E, 2E and 3.5. I also don't have "Ye Olde Magick Shoppe" for bargain basement Vorpal Swords and the like, although occasionally an item becomes availble for barter or purchase through a private owner.
This is part and parcel with the powergaming design paradigm that the creators are pushing. Just go and read about the most optimised character builds. For instance where mithral chainmail was a reward to an elven hero by an elven clan and only rarely given to outsiders for exceptional circumstances it is now characterised as the optimum buy for a nightshirt. The current official site is catering for lowest common denominator power gaming hack in slash, nothing wrong with that, just wish there was a higher fibre content for other gaming blends for us oldies :D .
I also agree with this, too. I guess there's nothing inherently wrong with builds, optimisation and powergaming, but the really don't sit well with the style my group enjoys.
This easy access to special items diminishes the wow ohmygawd factor. All items short of artifacts can be gathered at will. Players optimise their characters, often using spreadsheets with look up tables of feat and item combos. To make sure they can get into a prestige class...nice ironic title for something that isn't so prestigous because everyone and their dog can have one, no offense intended to werewolves. :p ... they will also spend more time predesigning the optimum path for their character. Its not special if everyone can do it. The value in diamonds is not because they are shiny, it is because they are rare.
Very true.
It leads to situations where players spend far more time designing the characters and tinkering with them then actually using them in combat let alone the meagre portion left over for a half nod to role-playing.
Again, it's a matter of style preference, but I feel the same way.
The skill system, BAB and the way AC is handled vs the older systems such as THAC0 show that the mechanics have improved vastly. It makes it easier to learn and allows more exceptions to be added... and the way most exceptions to the base rules are handled are as feats... a very very neat solution IMDHO
Indeed.
I wouldn't mind seeing the current skill system to be extrapolated one stage further... that it covers and includes combat. You have a BAB based on skill points and it can be a cross-class skill. Of course with BAB at present when compared to skills it is a three tier system full points, 2/3rd points and halfpoints... I wouldn't change that so much as make the skill system have 3 tiers of skills. Full points... every point you spend gets you a skill rank, 2/3rds points every point you spend you get 2/3rds of a skill rank, 1/2 being the current cross-skill.

Just using the current system it would mean that you could start with a BAB of 4 as a fighter... so an offset might be needed, or not depending on how people feel about level 3 fighters having multiple attacks (beyond using two weapons, one weapon and shield, cleave ...)
Hmm, not to sure about that myself, I think it would be an unneccsary addition, but each to their own.
 

I feel almost exactly the same about this aspect. Magic items have really lost the "sense of wonder" they once had, when anyone with the right feats and a few XP to spare can churn them out assembly line style, or head down to the general store and buy up big. Needless to say, this wasone of the first things I houseruled when we went to 3.5 - the magic item creation system I use is a blend of 1E, 2E and 3.5. I also don't have "Ye Olde Magick Shoppe" for bargain basement Vorpal Swords and the like, although occasionally an item becomes availble for barter or purchase through a private owner.

Oh please do not turn this into another "sense of wonder" thread. ;)

As far as magic items being special, that varied hugely by game. As I said before, I mostly played modules which meant that the party magic list was some four or five PAGES long. It's pretty easy to be jaded when your paladin maxes out his allowable magic items by 3rd level. The idea of adding in special stories or making magic items an "Ohmigosh" sort of thing doesn't exist in modules.

And, I would add that there were many, many articles in Dragon that talked about adding in that wonder factor back into the game. So, I know that mine wasn't the only group doing that. If we were the only ones, there would be no push to add the wonder back in.

On the point about builds and the lack thereof in previous editions. I'm sorry, but that's pretty disingeneous. You didn't have builds in 1e and 2e because you couldn't. Any and all building was done at 1st level and that was it. The players were absolutely locked into a single path after chargen and could do extremely little to change that. Yes, there was human dual classing, but, it was so difficult to do, that it was almost never done. But, there's one thing about it, I've watched players sort through Dragon magazines and various other sources for HOURS trying to squeeze out a better deal at chargen time. Powergaming and munchkinning have existed since day 2. Heck, the Unearthed Arcana method for rolling character stats gives you NINE dice.

On Magic Shops. You do realize that this doesn't actually exist anywhere in the rules. And, there's absolutely nothing wrong with stating that you cannot buy X? Also, except for extremely large cities, very little magic, even if you had magic shops, would be available? The guidelines for town wealth are pretty clear and easy to use. Don't want magic shops? Don't go to huge cities.
 

Hussar said:
As far as magic items being special, that varied hugely by game. As I said before, I mostly played modules which meant that the party magic list was some four or five PAGES long. It's pretty easy to be jaded when your paladin maxes out his allowable magic items by 3rd level. The idea of adding in special stories or making magic items an "Ohmigosh" sort of thing doesn't exist in modules.
I tend to agree with your assessment of some of the prepublished modules, but in our group we never had much of a "Christmas tree" effect going. Maybe it was becuase we mainly played either self-written adventures or heavily modded modules...
And, I would add that there were many, many articles in Dragon that talked about adding in that wonder factor back into the game. So, I know that mine wasn't the only group doing that. If we were the only ones, there would be no push to add the wonder back in.
To be honest I haven't bought a Dragon mag since back in the 2E days, so I couldn't really comment...
On the point about builds and the lack thereof in previous editions. I'm sorry, but that's pretty disingeneous. You didn't have builds in 1e and 2e because you couldn't. Any and all building was done at 1st level and that was it. The players were absolutely locked into a single path after chargen and could do extremely little to change that. Yes, there was human dual classing, but, it was so difficult to do, that it was almost never done.
I concede this somewhat - 3.X does allow for much more character flexibility mechanically than earlier editions. Having said that, I totally disagree that same level characters of the same race/class were carbon copies of each other. I never got that feeling in any 1E game I was involved in. Perhaps on paper they might seem so, but in practice I never found it to be the case. Player style, personality and many other factors serve extremely well to define a character's individuality - you don't need to have a radically different stat block to distinguish yourself from someone else, IMHO.
But, there's one thing about it, I've watched players sort through Dragon magazines and various other sources for HOURS trying to squeeze out a better deal at chargen time. Powergaming and munchkinning have existed since day 2. Heck, the Unearthed Arcana method for rolling character stats gives you NINE dice.
If you read back through this thread, I have acknowledged that powergaming and min/maxing has been around long before 3E about three or more times now. It just happens to be my opinion that the current ruleset cater to and encourage this more than did earlier editions (in core-books terms).

Just for the record, though, even back in 1E my group was pretty much core only, exactly like we are now. No DM I ever played under allowed the UA character generation system, for instance.
On Magic Shops. You do realize that this doesn't actually exist anywhere in the rules. And, there's absolutely nothing wrong with stating that you cannot buy X? Also, except for extremely large cities, very little magic, even if you had magic shops, would be available? The guidelines for town wealth are pretty clear and easy to use. Don't want magic shops? Don't go to huge cities.
Oh, I am fully aware of that. I personally don't have a problem, as they simply do not exist in my game. Never have (in any edition), never will.

However, magic shops are, to my understanding, a fairly accepted feature of most published campaign worlds. And from what I read in various places, characters going out and buying hand picked magical gear is very common - otherwise, why would there be so many threads that start with "How much would this item cost?"...
 

Thurbane said:
However, magic shops are, to my understanding, a fairly accepted feature of most published campaign worlds. And from what I read in various places, characters going out and buying hand picked magical gear is very common - otherwise, why would there be so many threads that start with "How much would this item cost?"...

Heh.

You'll find in the very first Gord the Rogue novel, Gary has Gord going into a shop in Greyhawk and buying a magic dagger (a rather special one at that!)

According to some versions of how AD&D was played, you needed to have masses of magic items around to compensate for every time they got toasted by fireball or otherwise destroyed. :)

Cheers!
 

Thurbane said:
To be honest I haven't bought a Dragon mag since back in the 2E days, so I couldn't really comment...

I was talking about 1e era Dragon mag's. I had one with one of the chess board covers (very cool) which talked about adding all sorts of goodies to magic items to make them special. Another 2e era article talked about making single use magic items to spice up the game because permanent plussed items were boring. Another talked about adding side effects to magic items and came with a couple of hundred (Reprinted in the Encyclopedia Magica IIRC).

On magic shops. I polled EnWorld about this a couple of months ago. The spread was pretty much completely even from no to yes. Take a look. That one in particular seems to vary greatly depending on DM.
 

Hussar said:
I was talking about 1e era Dragon mag's. I had one with one of the chess board covers (very cool) which talked about adding all sorts of goodies to magic items to make them special. Another 2e era article talked about making single use magic items to spice up the game because permanent plussed items were boring. Another talked about adding side effects to magic items and came with a couple of hundred (Reprinted in the Encyclopedia Magica IIRC).
Ah, I misunderstood. Point taken, then.
On magic shops. I polled EnWorld about this a couple of months ago. The spread was pretty much completely even from no to yes. Take a look. That one in particular seems to vary greatly depending on DM.
Interesting...
 

Papewaio of The Org said:
I wouldn't mind seeing the current skill system to be extrapolated one stage further... that it covers and includes combat. You have a BAB based on skill points and it can be a cross-class skill. Of course with BAB at present when compared to skills it is a three tier system full points, 2/3rd points and halfpoints... I wouldn't change that so much as make the skill system have 3 tiers of skills. Full points... every point you spend gets you a skill rank, 2/3rds points every point you spend you get 2/3rds of a skill rank, 1/2 being the current cross-skill.
That's Rolemaster you're describing. It had a good chargen system, and nicely simple in the cut-down Middle Earth Roleplaying version. If only it was a game system with tables, rather than vice versa...
 

Hussar said:
On magic shops. I polled EnWorld about this a couple of months ago. The spread was pretty much completely even from no to yes. Take a look. That one in particular seems to vary greatly depending on DM.
I think you'd have to be looking pretty askance at those numbers to call it 'even'! :)
 

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