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Factoring items into balance flawed?
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<blockquote data-quote="Kzach" data-source="post: 4046369" data-attributes="member: 56189"><p>I was disappointed to read in one of the design and development articles that magical items of a certain power are 'expected' and that encounters and monsters are balanced accordingly.</p><p></p><p>In my opinion this is flawed design. For one thing, it means they're no longer a bonus. Having +2 armour isn't, "Oh cool! I am indestructible... ish!", it's now, "Ok, I've got my standard gear for this level that I require, let's move on..."</p><p></p><p>For another thing, it puts the players and the DM in the situation where those items are now required for a balanced encounter. I had thought they'd done away with this thinking in their claims that they were reducing item dependence.</p><p></p><p>I've always loved throwing players in prison and watching them try to escape. It's practically a sacred-cow. First thing they always do is try to find their gear. And of course, in previous editions it was pretty much required that you give 'em a good shot at getting it fairly soon after escaping. After all, they needed it.</p><p></p><p>I had hoped I could run an encounter where all that lovely loot was sent off to His Most Puissant Uberness and the PC's be left to contend with whatever they could pick off the bodies of their captors (at least until they got revenge on HMPU and got their orginal gear back).</p><p></p><p>Doesn't look like that will be the case...</p></blockquote><p></p>
[QUOTE="Kzach, post: 4046369, member: 56189"] I was disappointed to read in one of the design and development articles that magical items of a certain power are 'expected' and that encounters and monsters are balanced accordingly. In my opinion this is flawed design. For one thing, it means they're no longer a bonus. Having +2 armour isn't, "Oh cool! I am indestructible... ish!", it's now, "Ok, I've got my standard gear for this level that I require, let's move on..." For another thing, it puts the players and the DM in the situation where those items are now required for a balanced encounter. I had thought they'd done away with this thinking in their claims that they were reducing item dependence. I've always loved throwing players in prison and watching them try to escape. It's practically a sacred-cow. First thing they always do is try to find their gear. And of course, in previous editions it was pretty much required that you give 'em a good shot at getting it fairly soon after escaping. After all, they needed it. I had hoped I could run an encounter where all that lovely loot was sent off to His Most Puissant Uberness and the PC's be left to contend with whatever they could pick off the bodies of their captors (at least until they got revenge on HMPU and got their orginal gear back). Doesn't look like that will be the case... [/QUOTE]
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Factoring items into balance flawed?
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