I want tables with random stuff in my books. Also font size 15, triple space, huge margins, and lots of sidebars with redundant information.
God, I missed that ENWorld snark. It's a one of a kind!
I want tables with random stuff in my books. Also font size 15, triple space, huge margins, and lots of sidebars with redundant information.
The one thing 5e could fix over 4e that would make me so happy is getting rid of the idea that you need to hand-pick the specific magic items you need to optimize your character. When I DM 5e, I am absolutely doing random treasure tables. It's such a rewarding challenge to make do with whatever magic weapon you're given.
If you've reached at least one milestone today, the tavern owner will also set out a wider selection of condiments.
Because the player who has played up his character as the wannabe Greatest Swordsman in the Westron Kingdoms with a sharp rapier and even sharper wit would be just as happy with a really big hammer.![]()
An AD&D game where there are magic items that may only be used by a particular class, and there's no one of that class in the party?I wonder what sort of weird game you are playing where there are magical items of no use. It's magical for a reason, right? Even the aforementioned Ring of Spicy Stew would be put to use by my players.
True, and it also depends on how narrow the uses of the magic item are.IMXP, this mostly happens when character abilities (or items abilities) are very narrow.
In that case, shouldn't class features and feats be random as well? Players are allowed to choose these things, or acquire them automatically as part of levelling, but levelling is also a reward in the game.Of *course* we should have randomization of magic items. More, the DMG should explicitly recommend it over all other loot-determination mechanisms. The reason is simple: magic items, as a game element, are a reward. Now, even though people hate to admit it, magic items aren't "wondrous". Sure, players might ooh-and-aah over their loot the session they get it, but by the next session it'll all be old hat already. DMs and game designers have tilted against this fact in vain for decades. It is time to stop.
Instead, as games like Diablo have shown, the best way to excite people is random rewards (although the psychology might be a bit uncomfortable).
It can still be used to increase wealth (selling it). Or, as a doorstop.An AD&D game where there are magic items that may only be used by a particular class, and there's no one of that class in the party?
That's pretty much the definition of a "junk" item: one whose value is purely monetary.It can still be used to increase wealth (selling it). Or, as a doorstop.
It was intended with a certain amount of tongue in my cheek.That's pretty much the definition of a "junk" item: one whose value is purely monetary.