Archade
Azer Paladin
From the Rust Monster Lovin Thread:
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Quote:
Originally Posted by el-remmen
For me the thing is that this re-tooling of the rust monster reinforces my problem with baseline 3.x, which is the emphasis on the importance of your stuff - which personally I cannot stand.
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Quote:
Originally Posted by Mearls
I think that's a bigger, more interesting point.
1e and 2e had a sort of, "Close your eyes and pretend it isn't a problem" approach to magic items.
3e regulated magic items, but perhaps too much, or it made magic items too much of a percentage of a PC's power.
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This is interesting, and certainly something I noticed.
In AD&D, a 20th level fighter was utterly useless without his equipment. Now, in 3rd edition, a 20th level fighter can probably still disembowel a CR 10 critter with a rusty spoon, but equipment is still vitally important.
I think the wealth-by-level-*guidelines* help a lot in the area of game balance and player expectations, but they still do promote the importance of stuff. As well, 3e seems to promote "Spell-Mart" shopping. Some old farts cringe at this change in the D&D campaign world culture.
Now, without going as extreme as Iron Heroes, is there a way to reduce the importance of stuff in your campaign without throwing out CR balance?
I am toying with running my next campaign at half-speed, with 50% experience (and therefore 50% treasure), so I am thinking that while wealth will still be in line with the game, most things will be out of reach from the PCs, as they will be in the lower levels longer.
Thoughts?
================================================
Quote:
Originally Posted by el-remmen
For me the thing is that this re-tooling of the rust monster reinforces my problem with baseline 3.x, which is the emphasis on the importance of your stuff - which personally I cannot stand.
================================================
Quote:
Originally Posted by Mearls
I think that's a bigger, more interesting point.
1e and 2e had a sort of, "Close your eyes and pretend it isn't a problem" approach to magic items.
3e regulated magic items, but perhaps too much, or it made magic items too much of a percentage of a PC's power.
=================================================
This is interesting, and certainly something I noticed.
In AD&D, a 20th level fighter was utterly useless without his equipment. Now, in 3rd edition, a 20th level fighter can probably still disembowel a CR 10 critter with a rusty spoon, but equipment is still vitally important.
I think the wealth-by-level-*guidelines* help a lot in the area of game balance and player expectations, but they still do promote the importance of stuff. As well, 3e seems to promote "Spell-Mart" shopping. Some old farts cringe at this change in the D&D campaign world culture.
Now, without going as extreme as Iron Heroes, is there a way to reduce the importance of stuff in your campaign without throwing out CR balance?
I am toying with running my next campaign at half-speed, with 50% experience (and therefore 50% treasure), so I am thinking that while wealth will still be in line with the game, most things will be out of reach from the PCs, as they will be in the lower levels longer.
Thoughts?