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How much power do magic items give?
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<blockquote data-quote="Xaelvaen" data-source="post: 7614073" data-attributes="member: 6681906"><p>My group has been together for 20+ years now, so we play a bunch of different games, genres - hell, we even make our own. Right now we're using a repurposed version of Talislanta. In the long of it, we've just come to like the actual difficulty and tax on the characters determining the 'growth' as opposed to hard, itemized values. I'd in no way recommend it for everyone.</p><p></p><p>I'll give you the rundown of our decision.</p><p>If a fight is easier than intended, you scale down the XP based on expected resource consumption.</p><p>Clever play doesn't become penalized, but rather the reward becomes the resources saved.</p><p>We play very critical Dungeons and Dragons, and if characters aren't threatened constantly, it's often seen as a waste of time - it's just the way we play. Therefore, we drive our XP to be based on actual difficulty, not proposed difficulty. We all started with 2E (and a couple in my group with 1E), so with rare exception, we try to emulate this difficulty, and slow down the advancement scheme - this is the most 'feels'-oriented way to do it, for us.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7614073, member: 6681906"] My group has been together for 20+ years now, so we play a bunch of different games, genres - hell, we even make our own. Right now we're using a repurposed version of Talislanta. In the long of it, we've just come to like the actual difficulty and tax on the characters determining the 'growth' as opposed to hard, itemized values. I'd in no way recommend it for everyone. I'll give you the rundown of our decision. If a fight is easier than intended, you scale down the XP based on expected resource consumption. Clever play doesn't become penalized, but rather the reward becomes the resources saved. We play very critical Dungeons and Dragons, and if characters aren't threatened constantly, it's often seen as a waste of time - it's just the way we play. Therefore, we drive our XP to be based on actual difficulty, not proposed difficulty. We all started with 2E (and a couple in my group with 1E), so with rare exception, we try to emulate this difficulty, and slow down the advancement scheme - this is the most 'feels'-oriented way to do it, for us. [/QUOTE]
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