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I think you peeps are not thinking about+n swords properly!
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<blockquote data-quote="Tovec" data-source="post: 5854744" data-attributes="member: 95493"><p>Agreed.</p><p></p><p>101% FTW!</p><p></p><p>The problem with this is what happens to people who have trained with a sword and now they have an axe. Or when they train with axes and keep getting swords.</p><p></p><p>I thinks this is the real issue. Beyond and beside HOW the players get the loot, it is what they do with it that matters. I remember back when I first started playing if we got gear that was better that we'd use it and hand the lesser stuff off amongst the group.</p><p></p><p>At some point we realized selling it for 50% value wasn't a bad idea as it allowed us to get whatever we wanted instead of being stuck with hand me downs.. that changed everything.</p><p></p><p>Had we been in a game where you couldn't sell or buy magic items as often that would have changed but I have seen that in such games CREATION becomes a bigger deal and the players end up in the same place.</p><p></p><p>I don't really want to be in a game where magic is common place. But I don't see ways around it. That is why I was asking about what +1 SHOULD represent instead of what it DOES. I was trying to give examples to see if that elicited any ideas but apparently nothing stuck.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=79401" target="_blank">Grydan</a></u> I think part of the problem certainly is that a +1 isn't special but a +1 of Lightning and Ice is. It isn't even just feelings of player entitlement. It is a mechanical advantage that 1d6 of X and 1d6 of Y is better than +2 (yet costs the same). (Oh, I'm not that familiar with 4e mechanics to say otherwise here.)</p><p>Also, I got that it is fire and ice - from my example - but I question if it should be that way.</p><p></p><p>This is a new edition and a chance for new ideas but we keep falling back on how things are instead of what they could be. That is what I wanted to see in this thread, that is all I'm going to try and comment about going forward.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5854744, member: 95493"] Agreed. 101% FTW! The problem with this is what happens to people who have trained with a sword and now they have an axe. Or when they train with axes and keep getting swords. I thinks this is the real issue. Beyond and beside HOW the players get the loot, it is what they do with it that matters. I remember back when I first started playing if we got gear that was better that we'd use it and hand the lesser stuff off amongst the group. At some point we realized selling it for 50% value wasn't a bad idea as it allowed us to get whatever we wanted instead of being stuck with hand me downs.. that changed everything. Had we been in a game where you couldn't sell or buy magic items as often that would have changed but I have seen that in such games CREATION becomes a bigger deal and the players end up in the same place. I don't really want to be in a game where magic is common place. But I don't see ways around it. That is why I was asking about what +1 SHOULD represent instead of what it DOES. I was trying to give examples to see if that elicited any ideas but apparently nothing stuck. @[U][URL="http://www.enworld.org/forum/member.php?u=79401"]Grydan[/URL][/U] I think part of the problem certainly is that a +1 isn't special but a +1 of Lightning and Ice is. It isn't even just feelings of player entitlement. It is a mechanical advantage that 1d6 of X and 1d6 of Y is better than +2 (yet costs the same). (Oh, I'm not that familiar with 4e mechanics to say otherwise here.) Also, I got that it is fire and ice - from my example - but I question if it should be that way. This is a new edition and a chance for new ideas but we keep falling back on how things are instead of what they could be. That is what I wanted to see in this thread, that is all I'm going to try and comment about going forward. [/QUOTE]
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Community
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I think you peeps are not thinking about+n swords properly!
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