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<blockquote data-quote="mkletch" data-source="post: 490545" data-attributes="member: 3396"><p>Just from the descriptions, one could tell that you preferred the second method. Look at it this way: a DM with notes, etc. is more consistent. Once you learn something, you can be certain that it will remain the same. In a free-for-all, the DM is usually too scatterbrained to even keep notes, even if he wanted to! That has been my experience. Although I DM via notes, I play either and don't mind, as long as everybody knows the changes from the core rules up front.</p><p></p><p>As for why I DM with notes and cut out metagaming, I want to build a world, something with detail and a life of its own. For random hackfest, I'll play a CRPG. However, I do let the players experiement with items. THe one guy just found a returning dagger, and discovered that by playing with it. I tend not to use flat-out cursed items, though items with many powers may have some drawbacks. In any case, the players were too paranoid (some are 15+ year gamers) to use items without knowing the whole story on their items, so they would sit in a sack until they could get back to a city.</p><p></p><p>I guess I originally responded wrong. I do modify identify a little - it reveals if there are additional powers to an item, not leave it up to guesswork. So if you identify a +1 wounding sword, you'll get "+1 with additional powers" for your result.</p><p></p><p>As for identify being too much work, how much work is it to write down: </p><p></p><p>dagger ??</p><p></p><p>Identify it, erase the "??" and fill in:</p><p></p><p>dagger +1, plus ??</p><p></p><p>Then later, adjust to:</p><p></p><p>dagger +1, returning</p><p></p><p>Wow, if that's too much work, maybe you should lie down and take a rest between typing each line of text in your caustic reply. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 490545, member: 3396"] Just from the descriptions, one could tell that you preferred the second method. Look at it this way: a DM with notes, etc. is more consistent. Once you learn something, you can be certain that it will remain the same. In a free-for-all, the DM is usually too scatterbrained to even keep notes, even if he wanted to! That has been my experience. Although I DM via notes, I play either and don't mind, as long as everybody knows the changes from the core rules up front. As for why I DM with notes and cut out metagaming, I want to build a world, something with detail and a life of its own. For random hackfest, I'll play a CRPG. However, I do let the players experiement with items. THe one guy just found a returning dagger, and discovered that by playing with it. I tend not to use flat-out cursed items, though items with many powers may have some drawbacks. In any case, the players were too paranoid (some are 15+ year gamers) to use items without knowing the whole story on their items, so they would sit in a sack until they could get back to a city. I guess I originally responded wrong. I do modify identify a little - it reveals if there are additional powers to an item, not leave it up to guesswork. So if you identify a +1 wounding sword, you'll get "+1 with additional powers" for your result. As for identify being too much work, how much work is it to write down: dagger ?? Identify it, erase the "??" and fill in: dagger +1, plus ?? Then later, adjust to: dagger +1, returning Wow, if that's too much work, maybe you should lie down and take a rest between typing each line of text in your caustic reply. :) -Fletch! [/QUOTE]
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