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How much controll do you give your players?
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<blockquote data-quote="Jan van Leyden" data-source="post: 4801330" data-attributes="member: 20307"><p>Options for player characters have never been a problem in my games, as most players only have the PHB anyway, if at all. In 3.0e one player bought the sourcebook on nature-themed characters himself, but was rather diappointed with the options.</p><p></p><p>In 3.5e I actually had players asking for optional classes, handing them my Complete books with limited success.</p><p></p><p>For my current 4e games, CB is the limit. My players are warned that I might decide any element not being fit/wanted in our game, but so far this situation hasn't surfaced.</p><p></p><p>I have long history of being very stingy with magical items, and making identification way harder than the rulebooks defined it.</p><p></p><p>In our first 3.0e campaign, there not even existed a spell called Identify. <img src="http://www.enworld.org/forum/images/smilies/devil.png"  class="smilie" loading="lazy" alt=":devil:" title="Devil    :devil:" data-shortname=":devil:" /> This, admittedly, led to "poor" PCs with a handful of unidentified potions and perhaps a magical weapon.</p><p></p><p>In 3.5e I changed to handing out more magic stuff and playing identification by the book. I finally realised that magic items are less wondrous things and more necessary tools. As I prefer published adventures, I used the items placed therein as base, changing them to more or less fit the characters' needs.</p><p></p><p>In 4e I don my Santa Claus hat, handing out lots of items to the characters. I've asked each player to give me a complete rundown of the magical items he wants to have for his character. For each character I have defined a magic item track, giving out one item per character level. This track is written to serve each character mostly equal, with the total level sum of items being equal and each character getting the highest level item once. The players don't know this track or about it, so they still don't know what their characters will get in their career.</p><p></p><p>Up to now maybe two third of the items had to be won by the characters, i.e. they were used by their enemies.</p><p></p><p>Right now I'm rather happy with this new system. The players are satisfied with the spoils, they are treated equally and feel so themselves, and I don't have any work to do to fill the hoards.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 4801330, member: 20307"] Options for player characters have never been a problem in my games, as most players only have the PHB anyway, if at all. In 3.0e one player bought the sourcebook on nature-themed characters himself, but was rather diappointed with the options. In 3.5e I actually had players asking for optional classes, handing them my Complete books with limited success. For my current 4e games, CB is the limit. My players are warned that I might decide any element not being fit/wanted in our game, but so far this situation hasn't surfaced. I have long history of being very stingy with magical items, and making identification way harder than the rulebooks defined it. In our first 3.0e campaign, there not even existed a spell called Identify. :devil: This, admittedly, led to "poor" PCs with a handful of unidentified potions and perhaps a magical weapon. In 3.5e I changed to handing out more magic stuff and playing identification by the book. I finally realised that magic items are less wondrous things and more necessary tools. As I prefer published adventures, I used the items placed therein as base, changing them to more or less fit the characters' needs. In 4e I don my Santa Claus hat, handing out lots of items to the characters. I've asked each player to give me a complete rundown of the magical items he wants to have for his character. For each character I have defined a magic item track, giving out one item per character level. This track is written to serve each character mostly equal, with the total level sum of items being equal and each character getting the highest level item once. The players don't know this track or about it, so they still don't know what their characters will get in their career. Up to now maybe two third of the items had to be won by the characters, i.e. they were used by their enemies. Right now I'm rather happy with this new system. The players are satisfied with the spoils, they are treated equally and feel so themselves, and I don't have any work to do to fill the hoards. [/QUOTE]
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