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Community
General Tabletop Discussion
*Dungeons & Dragons
I demand randomization in 5e.
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<blockquote data-quote="Kraydak" data-source="post: 5966152" data-attributes="member: 12306"><p>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.</p><p></p><p>Instead, as games like Diablo have shown, the best way to excite people is random rewards (although the psychology might be a bit uncomfortable). Really, the DnD side should talk to the Magic side for advice on how to set things up. More basically though, think about the excitement *before* opening Christmas presents as compared how fast even the best opened presents become unexciting. The system should seek to maximize the anticipation. Random magic item drops combined with slightly tedious (having to go back to town, say, not major hoops) identification is probably a good place to start. The entire group will pay attention when the DM finally reads out the IDed loot list...</p><p></p><p>Of course, random magic items means you do need some backup item sources to fix holes when the dice swing way against a player. I'd suggest a standardized magic-item-trading scheme as a start: a modest upfront charge to advertise an item nets a few rolls on (mostly slightly lower level but rarely the same or higher) the tables ever few in-game months. So you try to trade high level not-useful-to-the-party items, and just sell low level stuff. A modestly punitive resale value combined with decent magic item shops completes the system.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 5966152, member: 12306"] 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). Really, the DnD side should talk to the Magic side for advice on how to set things up. More basically though, think about the excitement *before* opening Christmas presents as compared how fast even the best opened presents become unexciting. The system should seek to maximize the anticipation. Random magic item drops combined with slightly tedious (having to go back to town, say, not major hoops) identification is probably a good place to start. The entire group will pay attention when the DM finally reads out the IDed loot list... Of course, random magic items means you do need some backup item sources to fix holes when the dice swing way against a player. I'd suggest a standardized magic-item-trading scheme as a start: a modest upfront charge to advertise an item nets a few rolls on (mostly slightly lower level but rarely the same or higher) the tables ever few in-game months. So you try to trade high level not-useful-to-the-party items, and just sell low level stuff. A modestly punitive resale value combined with decent magic item shops completes the system. [/QUOTE]
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Community
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I demand randomization in 5e.
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