PallidPatience said:The problem with magic items is that they're not just for DR purposes. Raising characters' ACs, Saves, and attack bonuses is vital, too. At the same time, stat-boosters are expected; spellcasters are intended to have x spells of each level to cast per day, and those numbers can't be reached without the Headband of Intellect, or what-have-you.
Primitive Screwhead said:IME, the only *need* to overcome encounters in 'normal' 3.x is the DR. Pretty much everything else can be overcome by tactics or planning.
I have never heard off your assertation that spellcasters have a 'character level to must have extra spells' guideline...and stat-boosting items are rare IMC. The only problem I have faced with a low magic-item campaign is the DR/planar critters.
Alot of DnD higher level gaming is all about an arms race, which is one of the reasons I avoid it. The idea of a GM needing to have a critter than can *only* be beat if the PC's have acquired item X looks much too alike to the CRPG 'quest for the key to open the door' stuff.. a gaming style I could do without.
Primitive Screwhead said:IME, the only *need* to overcome encounters in 'normal' 3.x is the DR.
Pretty much everything else can be overcome by tactics or planning.
The idea of a GM needing to have a critter than can *only* be beat if the PC's have acquired item X looks much too alike to the CRPG 'quest for the key to open the door' stuff.. a gaming style I could do without.
Primitive Screwhead said:And I haven't ever seen a 'standard' DnD Game
But I agree, the lack of items tend to make the party less powerful defensively.. meaning they have to start thinking about stuff like cover, first aid, anit-toxins... all mundane, cheap alternatives to standing toe-to-toe with the bad guys who can slaughter you by using reasonable approached like poisen, flanking, surprise attacks..etc...
err.. is this a bad thing?