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Forked Thread: [Maybe this is where the magic went:] To the magic shop
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<blockquote data-quote="Thasmodious" data-source="post: 4588985" data-attributes="member: 63272"><p>It's interesting that in the same post you manage to accuse someone else of drawing ridiculous inferences from your post and then go on to draw ridiculous inferences from your own reading of 4e. Of course, anyone who's seen a number of your posts knows to expect such things.</p><p></p><p>What you seem to have trouble grasping consistently throughout these edition war threads is that the DMG is mostly made up of guidelines, not rules. The DMG presents a baseline of play that emphasizes speed, simplicity, DM creativity, and suggests not focusing on distractions from the core gameplay of the adventure at hand. Spending an hour of game time running through Standard Magic Item Checklist #4: Rings (I put it on and wave it around. I jump up and down. I jump off a 10' drop. I try to fly. I run through a series of command words), the DMG suggests (SUGGESTS), is not the most fun way that said hour could be spent. These GUIDELINES do not grant PCs a new ability, they are just a suggestion to handwave magic item identification by using that same old school system, just behind the scenes. It is neither a requirement or demand. And it is easy to remedy if you want something more involved everytime a PC picks up a +1 dagger. A ritual is the easiest way. Playing out an hour of "wave it around" is fine if that's what your group likes. Again, the DMG is not demanding you play a certain way, it is merely providing a baseline. Future DMGs will undoubtedly be chok full of suggestions of how to add complexities to your game that fit your groups style of play.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4588985, member: 63272"] It's interesting that in the same post you manage to accuse someone else of drawing ridiculous inferences from your post and then go on to draw ridiculous inferences from your own reading of 4e. Of course, anyone who's seen a number of your posts knows to expect such things. What you seem to have trouble grasping consistently throughout these edition war threads is that the DMG is mostly made up of guidelines, not rules. The DMG presents a baseline of play that emphasizes speed, simplicity, DM creativity, and suggests not focusing on distractions from the core gameplay of the adventure at hand. Spending an hour of game time running through Standard Magic Item Checklist #4: Rings (I put it on and wave it around. I jump up and down. I jump off a 10' drop. I try to fly. I run through a series of command words), the DMG suggests (SUGGESTS), is not the most fun way that said hour could be spent. These GUIDELINES do not grant PCs a new ability, they are just a suggestion to handwave magic item identification by using that same old school system, just behind the scenes. It is neither a requirement or demand. And it is easy to remedy if you want something more involved everytime a PC picks up a +1 dagger. A ritual is the easiest way. Playing out an hour of "wave it around" is fine if that's what your group likes. Again, the DMG is not demanding you play a certain way, it is merely providing a baseline. Future DMGs will undoubtedly be chok full of suggestions of how to add complexities to your game that fit your groups style of play. [/QUOTE]
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Forked Thread: [Maybe this is where the magic went:] To the magic shop
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