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Has D&D become too...D&Dish?
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<blockquote data-quote="beepeearr" data-source="post: 2902327" data-attributes="member: 20548"><p>It's funny, but I remember the previous editions much more differently then you. I most remember scouring every inch of a dungeon looking for every single gp and magic item that I could find. What magic items we found defined our character since for the most part once your class was chosen you really didn't change much except for a new class ability here or there. The majority of our cool "personal abilities" came from what ever magic item we happen to be weilding. The DM could (and often would in my experience) map out how he wanted the players to play by handing out certain items as treasure. </p><p></p><p>If anything 3E, with feats, set ability bonuses, and a much better skill system which allows a character to actually improve at something as his level increases, a much looser multiclass system, and the removal of class restrictions, allows for a game that is much more defined by the abilities of the character and not just his loot. </p><p></p><p>Think what you want in your game. Is it the bookkeeping you dislike, the power level of the game, or just the perceived mundane quality of magic. </p><p></p><p>For my game when I run games in an area were magic is rare, I allow the characters to spend their time, gold, and exp in training. First off they need someone with the abilities they wish to learn who can train them. He'll be the one making any neccesary skill checks. The PC provides the Gold, Time, and XP. I basically handle it like magic item creation except the gold piece cost is quadrupled, the xp costs are doubled and your success is more dependent on your instructor then yourself (you can grant a synergy bonus through aid another though). And training time is measured in weeks not days like item creation. </p><p></p><p>In the campaigns I've used it in, I haven't seen any problems. The players wind up with less trained abilities than they would have had in magic items, but the abilities are more flexible and in most cases nonmagical n nature, which is why the cost in time, gold, and xp are all increased. Plus the training and searching for an appropriate trainer can make for some interesting role-play.</p></blockquote><p></p>
[QUOTE="beepeearr, post: 2902327, member: 20548"] It's funny, but I remember the previous editions much more differently then you. I most remember scouring every inch of a dungeon looking for every single gp and magic item that I could find. What magic items we found defined our character since for the most part once your class was chosen you really didn't change much except for a new class ability here or there. The majority of our cool "personal abilities" came from what ever magic item we happen to be weilding. The DM could (and often would in my experience) map out how he wanted the players to play by handing out certain items as treasure. If anything 3E, with feats, set ability bonuses, and a much better skill system which allows a character to actually improve at something as his level increases, a much looser multiclass system, and the removal of class restrictions, allows for a game that is much more defined by the abilities of the character and not just his loot. Think what you want in your game. Is it the bookkeeping you dislike, the power level of the game, or just the perceived mundane quality of magic. For my game when I run games in an area were magic is rare, I allow the characters to spend their time, gold, and exp in training. First off they need someone with the abilities they wish to learn who can train them. He'll be the one making any neccesary skill checks. The PC provides the Gold, Time, and XP. I basically handle it like magic item creation except the gold piece cost is quadrupled, the xp costs are doubled and your success is more dependent on your instructor then yourself (you can grant a synergy bonus through aid another though). And training time is measured in weeks not days like item creation. In the campaigns I've used it in, I haven't seen any problems. The players wind up with less trained abilities than they would have had in magic items, but the abilities are more flexible and in most cases nonmagical n nature, which is why the cost in time, gold, and xp are all increased. Plus the training and searching for an appropriate trainer can make for some interesting role-play. [/QUOTE]
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