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Excerpt: You and Your Magic Items
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<blockquote data-quote="Cadfan" data-source="post: 4224854" data-attributes="member: 40961"><p>1. Identifying items has never added one whit of pleasure to my gaming experience. </p><p></p><p>I see nothing wrong with letting characters figure out what most weapons do after experimenting with them a bit. "Cuts really well" isn't that hard to figure out. And once that's figured out, I don't have a problem telling the player the numbers. The numbers don't exist in-game anyways, so who cares? The character knows what he knows, and nothing is added by keeping the player in the dark over whether the sword is +2 or +3. </p><p></p><p>Except confusion. It does add confusion when the player uses the sword.</p><p></p><p>2. Whining about alleged player senses of entitlement while simultaneously proclaiming that "the DM does all the work so the DM gets to make all the decisions" is possibly the least attractive feature in a DM that I could dream up.</p><p></p><p>If you make changes to the base game, your players will be uncertain. You're adding something new. Prove to them that your changes are worthwhile, and chances are they'll be fine with them. Complain about their sense of entitlement, and the only thing you accomplish is assuring everyone within earshot of exactly who it is with the bloated sense of entitlement.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4224854, member: 40961"] 1. Identifying items has never added one whit of pleasure to my gaming experience. I see nothing wrong with letting characters figure out what most weapons do after experimenting with them a bit. "Cuts really well" isn't that hard to figure out. And once that's figured out, I don't have a problem telling the player the numbers. The numbers don't exist in-game anyways, so who cares? The character knows what he knows, and nothing is added by keeping the player in the dark over whether the sword is +2 or +3. Except confusion. It does add confusion when the player uses the sword. 2. Whining about alleged player senses of entitlement while simultaneously proclaiming that "the DM does all the work so the DM gets to make all the decisions" is possibly the least attractive feature in a DM that I could dream up. If you make changes to the base game, your players will be uncertain. You're adding something new. Prove to them that your changes are worthwhile, and chances are they'll be fine with them. Complain about their sense of entitlement, and the only thing you accomplish is assuring everyone within earshot of exactly who it is with the bloated sense of entitlement. [/QUOTE]
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Excerpt: You and Your Magic Items
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