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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8573445" data-attributes="member: 93670"><p>Several posts have described how it could be used and the symptoms of the loss.  I don't need to repeat them if a complete dismissal of "I'm not seeing it" isthe extent of your quibble. A +3 weapon was always a huge thing, but so much existed between "magic weapon" & +3, that entire space has largely been taken from the GM's toolbox & grafted directly onto the PC's sheet itself.  Sure you can still give out amazing named items & such, there's just no room in the system's math for them unless you keep endlessly  tweaking monsters each time & adding extra dragons.</p><p></p><p>No, I have not.  The <em>three* </em>have very similar functions that allow the gm to do things except one suffers from a severe case of  maslow's hammer.  gm:"Your going to have trouble doing that because of... it's an example... because it's rainy">Alice:"I have advantage from flanking/boots of elvenkind/my class ability/etc, advantage+disadvantage cancel out& getting advantage again doesn't help so I'm good" vrs... gm:"Your going to have trouble doing that because of the rain">Alice:"Wow yea, I have a tent, can I fashion that into a raincoat for a +2 circumstance?">gm:"sure">Bob:"If I fireball the wall  will that dry the rock & give her an environment bonus?">gm:"sure".  Powerful numerically & powerful narratively are different things.</p><p></p><p></p><p>It absolutely did grant the GM that 3.x had system math that assumed a certain "you must be this magically equipped by level X Y  & Z" baked into the system's math.  The GM could hand them out or not.   The GM could limit gold & availability in magic item shops.  The GM could even tell bob & his craft:whatever feat that he needs a specific component in order to craft the thing he wants to craft or that he can't find the version he needs for crafting  <em>that</em> but he can find a version that will make a slightly different/significantly but more GM acceptable version of the thing he wants.  3.x was 2000/2003, that's certainly decades, perhaps your exclusion of it is part of why you are "not seeing it".</p><p></p><p>Modern d&d has "Magic items are <em>optional</em>" & some combination of things like "make custom monsters" "the GM has infinite dragons" & "fix it yourself", that's a significant shift over </p><p></p><p>*(dis)advantage  +2/-2 with bonus types & "GM's best friend" <a href="https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/page-7#post-8241363" target="_blank">linked earlier</a></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8573445, member: 93670"] Several posts have described how it could be used and the symptoms of the loss. I don't need to repeat them if a complete dismissal of "I'm not seeing it" isthe extent of your quibble. A +3 weapon was always a huge thing, but so much existed between "magic weapon" & +3, that entire space has largely been taken from the GM's toolbox & grafted directly onto the PC's sheet itself. Sure you can still give out amazing named items & such, there's just no room in the system's math for them unless you keep endlessly tweaking monsters each time & adding extra dragons. No, I have not. The [I]three* [/I]have very similar functions that allow the gm to do things except one suffers from a severe case of maslow's hammer. gm:"Your going to have trouble doing that because of... it's an example... because it's rainy">Alice:"I have advantage from flanking/boots of elvenkind/my class ability/etc, advantage+disadvantage cancel out& getting advantage again doesn't help so I'm good" vrs... gm:"Your going to have trouble doing that because of the rain">Alice:"Wow yea, I have a tent, can I fashion that into a raincoat for a +2 circumstance?">gm:"sure">Bob:"If I fireball the wall will that dry the rock & give her an environment bonus?">gm:"sure". Powerful numerically & powerful narratively are different things. It absolutely did grant the GM that 3.x had system math that assumed a certain "you must be this magically equipped by level X Y & Z" baked into the system's math. The GM could hand them out or not. The GM could limit gold & availability in magic item shops. The GM could even tell bob & his craft:whatever feat that he needs a specific component in order to craft the thing he wants to craft or that he can't find the version he needs for crafting [I]that[/I] but he can find a version that will make a slightly different/significantly but more GM acceptable version of the thing he wants. 3.x was 2000/2003, that's certainly decades, perhaps your exclusion of it is part of why you are "not seeing it". Modern d&d has "Magic items are [I]optional[/I]" & some combination of things like "make custom monsters" "the GM has infinite dragons" & "fix it yourself", that's a significant shift over *(dis)advantage +2/-2 with bonus types & "GM's best friend" [URL='https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/page-7#post-8241363']linked earlier[/URL] [/QUOTE]
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