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<blockquote data-quote="Tony Vargas" data-source="post: 7181107" data-attributes="member: 996"><p>Giving out fewer items and adjusting, in the classic game was an issue, because some classes depended on items for balance at higher level, but such 'low magic' campaigns were a legitimate thing, I ran one for 10 years, players appreciate the items they do get, or are allowed to make, and their own magical abilities stood out all the more.</p><p>In 3e, though, yes, make/buy, and the sheer power of items, and the assumption of them being vital to meet at-level challenges made them more Dr rigour. I think 3e was unique, that way. In 4e & 5e you don't /need/ items to face level-appropriate challenges, even though, in 4e, they're 'expected' (use inherent bonuses and the expectation's moot - heck, you don't need magic, at all, not just magic items, you can do fine without a single caster in the party). In 5e, you might have some player resentment for not giving out items in AL because of the way they're tracked - I've caught the barest flicker of that, IMX - but only in that context.</p><p></p><p>As far as giving out more and adjusting, well, we know what Monty Haul games were like back in the day...</p><p></p><p> 5e puts a LOT on the DMs shoulders, that's the nature of Empowerment, balance, a good thing, but on in balance not simple to DM (4e was, by far, the easiest edition to DM, and it's rarely accused of simplicity).</p><p></p><p></p><p> I find that implausible: innumeracy on that level is rare among gamers, and 5e bonuses do get that high with expertise - and 5e damage calculations positively dwarf any editions d20 Bounuses.</p><p></p><p>No, the important aspect of BA is not overwhelming the d20. That and the rubric of vastly different leveled creatures being able to hit eachother, even if the rapid hp/damage scaling still leaves the result a foregone conclusion.</p><p></p><p> D&D never has been, nor has it much potential to be, if it's to retain its identity and feel - complexity is part of both. </p><p>As long as it's the same sort of complexity.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7181107, member: 996"] Giving out fewer items and adjusting, in the classic game was an issue, because some classes depended on items for balance at higher level, but such 'low magic' campaigns were a legitimate thing, I ran one for 10 years, players appreciate the items they do get, or are allowed to make, and their own magical abilities stood out all the more. In 3e, though, yes, make/buy, and the sheer power of items, and the assumption of them being vital to meet at-level challenges made them more Dr rigour. I think 3e was unique, that way. In 4e & 5e you don't /need/ items to face level-appropriate challenges, even though, in 4e, they're 'expected' (use inherent bonuses and the expectation's moot - heck, you don't need magic, at all, not just magic items, you can do fine without a single caster in the party). In 5e, you might have some player resentment for not giving out items in AL because of the way they're tracked - I've caught the barest flicker of that, IMX - but only in that context. As far as giving out more and adjusting, well, we know what Monty Haul games were like back in the day... 5e puts a LOT on the DMs shoulders, that's the nature of Empowerment, balance, a good thing, but on in balance not simple to DM (4e was, by far, the easiest edition to DM, and it's rarely accused of simplicity). I find that implausible: innumeracy on that level is rare among gamers, and 5e bonuses do get that high with expertise - and 5e damage calculations positively dwarf any editions d20 Bounuses. No, the important aspect of BA is not overwhelming the d20. That and the rubric of vastly different leveled creatures being able to hit eachother, even if the rapid hp/damage scaling still leaves the result a foregone conclusion. D&D never has been, nor has it much potential to be, if it's to retain its identity and feel - complexity is part of both. As long as it's the same sort of complexity. [/QUOTE]
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