keterys
First Post
shadowlance said:Why not make the default rule the arcana check ...
Because it makes the game worse for a majority of gamers and/or reduces the ability to run games without certain class types.
shadowlance said:Why not make the default rule the arcana check ...
TwinBahamut said:I still don't like the harsh and unusual 1/5 sale price on magic items. Unless there is a sidebar somewhere in the DMG that gives a very good justification for it, I will probably ignore that rule.
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keterys said:The PrRC has three example implements in it - holy symbol, wand, and staff. Least, I think so. I might be wrong on the wand.
So you were right.PrRC said:Implement: Many arcane spells are more effective when
used in conjunction with an implement—a wizard’s
staff, orb, or wand, or a warlock’s rod or wand. Many
divine prayers use holy symbols as implements. To
grant its benefit to a divine character, a holy symbol
must represent the character’s patron deity or one of a
group of deities the character serves. It’s not necessary
to have an implement in order to use a power that has
the implement keyword.
It's there to make magic items of your level or higher special and not just hotswappable.TwinBahamut said:I still don't like the harsh and unusual 1/5 sale price on magic items. Unless there is a sidebar somewhere in the DMG that gives a very good justification for it, I will probably ignore that rule.
:rofl: The living campaigns have more house rules than most custom campaigns.Majoru Oakheart said:It allows a world-wide campaign like Living Greyhawk of Living Forgotten Realms to function by allowing people to show up to a convention or gamesday and sit down and play with no explanation given on what is different about THIS D&D.
They're going to have that kind of conversation anyway. Why not make it more positive instead of negative?If the books on the other hand said "Some DMs will allow selling of items, they will set the amount you will be given each time you sell an item, so ask them. Others will not allow selling of items. If you want to know what to do with an item once you no longer need it, consult with your DM. He'll explain how it works in his game." then it requires each and every person playing D&D to have a conversation with their DM about which version of the rules they are using and the details of their game.
So print out the list of house rules and their explanations. I know we did back when we started houseruling 3rd edition crap. Each dm would print out their campaign introduction, what kind of campaign it was going to be, what kind of characters they expected, their character creation rules, and such.And I could see a 5 minute long explanation of the magic item economy being given out by some DMs(heck, I could see a 2 hour long explanation being given). And that's just ONE rule. If you write the entire book that way, you need to sit down for a good hour or 2 to learn which rules this game is using EACH time you play with a different DM.
The problem is that all the assumptions are too permissive to players. It requires the DM to say no far too much for DM's that want control over magic and the like in their campaign.Having the assumptions in makes the game easy for new people to learn, easier to switch DMs, makes the game go quicker in actual play(when some of these issues tend to come up). It also provides a shared experience. That way, when players of D&D gather on message boards or at conventions or at local gaming stores and they tell stories about their games(which they always do), there isn't a disconnect.
keterys said:Because it makes the game worse for a majority of gamers and/or reduces the ability to run games without certain class types.
But how do you decrease restrictions?Aria Silverhands said:Shadowlance has it right. The default "mode" in D&D should be somewhat restrictive but not terribly so. This allows DM's to tailor their game in a way that players will perceive more positively. If I have a list of six house rules that decrease restrictions, players are going to view that more favourably than say someone else's game that lists two reduced restrictions and five increased restrictions.
Oh butterflies and daisies. It makes the game better for the "majority", which you are claiming to represent despite not having anything but anecdotal evidence to back it up. Instead of the DM's having to say, "No you can't do what the rules say you can do (default everyone can id after a short rest)." The DM can instead say, "Hey, I don't like the arcana check, so for most items, you can do this instead. Some items might require a check or something more."keterys said:Because it makes the game worse for a majority of gamers and/or reduces the ability to run games without certain class types.
jackston2 said:Nooo don't do this! The 1/5 does wonderful things for the Players. It really takes pressure off of them to "stay competitive" and makes magic items seem more like... gifts!