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<blockquote data-quote="Oryan77" data-source="post: 3180379" data-attributes="member: 18701"><p>I completely agree <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>As I said, I learned my lesson on that one. Which is why I was looking for something completely different than what he can already do. In that example, I tried giving him something for flavor to replace something else. And I failed. I don't blame him at all for not wanting the armor. And he sold it and got a good hunk of change for it, so he still came out ahead.</p><p></p><p>My new choice of treasure <strong>is</strong> better than what he has without altering anything. He will get to swap a +1 weapon with a +1 weapon that can cast a utility spell. It's a spell that isn't boosting anything he has already boosted himself. And it's not granting him an extra spell to make him more powerful...it just gives him more options.</p><p></p><p>If a player doesn't like it, and gets upset that he's not getting what he wants, that's not my problem at all. A player like that won't mesh well in my games. I don't believe players should expect any specific type of treasures. A character gets what he finds and makes the most of it. Anything I give specifically is <em>supposed</em> to be a perk. If he doesn't like the item, he can sell it and continue powergaming. I've heard people complain because their DM didn't give them Gloves of Dex when they played a Rogue, or a Bag of Holding because it's a "common" magic item. Player's that expect something makes me cringe.</p><p></p><p>Anyway, I think he'll find this Heavy Mace interesting and hopefully he'll appreciate it. Thanks for the input though.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 3180379, member: 18701"] I completely agree :cool: As I said, I learned my lesson on that one. Which is why I was looking for something completely different than what he can already do. In that example, I tried giving him something for flavor to replace something else. And I failed. I don't blame him at all for not wanting the armor. And he sold it and got a good hunk of change for it, so he still came out ahead. My new choice of treasure [b]is[/b] better than what he has without altering anything. He will get to swap a +1 weapon with a +1 weapon that can cast a utility spell. It's a spell that isn't boosting anything he has already boosted himself. And it's not granting him an extra spell to make him more powerful...it just gives him more options. If a player doesn't like it, and gets upset that he's not getting what he wants, that's not my problem at all. A player like that won't mesh well in my games. I don't believe players should expect any specific type of treasures. A character gets what he finds and makes the most of it. Anything I give specifically is [i]supposed[/i] to be a perk. If he doesn't like the item, he can sell it and continue powergaming. I've heard people complain because their DM didn't give them Gloves of Dex when they played a Rogue, or a Bag of Holding because it's a "common" magic item. Player's that expect something makes me cringe. Anyway, I think he'll find this Heavy Mace interesting and hopefully he'll appreciate it. Thanks for the input though. [/QUOTE]
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