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Excerpt: You and Your Magic Items
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<blockquote data-quote="Aria Silverhands" data-source="post: 4224209" data-attributes="member: 66086"><p>You mean like radio/timer detonated C4? Or bombs that are pre-programmed with specific altitudes to explode? Or what about cruise missiles with pre-plotted gps routes? May as well just give everyone lightsabers with buttons that say "On" / "Off" if you want to go that route with magic items.</p><p></p><p></p><p>That's still having a conversation with the DM about how the campaign is going to take place. You're just lucky enough to not have to houserule a half-dozen things to get the rules to match your crafted setting.</p><p></p><p></p><p>Any player too lazy to read a page or two of important campaign and rules information doesn't belong in any game I plan to run.</p><p></p><p></p><p>The rules, as we know them, are too permissive because they, by default, assume that magic items can be sold for 20%, be bought for 100% to 140% or something like that, that they can be disenchanted, that players have access to enchantment rituals, and more. The rules, as I've read them from the excerpts, are all very player permissive orientated. The players can do this or that or those things unless the dm is a hardass and wants to change things to be more restrictive.</p><p></p><p>The default should have been middle of the road. Slightly restrictive, to give players some limitations and allow DM's to customize the rules for their setting. Ambiguity on campaign specific rules, like the availability of magic items, rituals, enchanting and more... should be restrictive by default. Middle of the road. Right now it's: Default, restrictive, more restrictive instead of permissive, default, restrictive.</p></blockquote><p></p>
[QUOTE="Aria Silverhands, post: 4224209, member: 66086"] You mean like radio/timer detonated C4? Or bombs that are pre-programmed with specific altitudes to explode? Or what about cruise missiles with pre-plotted gps routes? May as well just give everyone lightsabers with buttons that say "On" / "Off" if you want to go that route with magic items. That's still having a conversation with the DM about how the campaign is going to take place. You're just lucky enough to not have to houserule a half-dozen things to get the rules to match your crafted setting. Any player too lazy to read a page or two of important campaign and rules information doesn't belong in any game I plan to run. The rules, as we know them, are too permissive because they, by default, assume that magic items can be sold for 20%, be bought for 100% to 140% or something like that, that they can be disenchanted, that players have access to enchantment rituals, and more. The rules, as I've read them from the excerpts, are all very player permissive orientated. The players can do this or that or those things unless the dm is a hardass and wants to change things to be more restrictive. The default should have been middle of the road. Slightly restrictive, to give players some limitations and allow DM's to customize the rules for their setting. Ambiguity on campaign specific rules, like the availability of magic items, rituals, enchanting and more... should be restrictive by default. Middle of the road. Right now it's: Default, restrictive, more restrictive instead of permissive, default, restrictive. [/QUOTE]
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Excerpt: You and Your Magic Items
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