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*Pathfinder & Starfinder
If not magic items, then what?
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<blockquote data-quote="kennew142" data-source="post: 3946712" data-attributes="member: 18490"><p>In earlier editions of the game, the default was that magic items were rare and that players could not purchase them. Some settings and GMs allowed occasional magic shops with a set inventory (not a full DMG worth of inventory). Some made sure that PCs were loaded with dozens of magic items.</p><p></p><p>In the olden days (when we weren't walking to school uphill through 5 feet of snow), we called this last group <em>Monty Haul GMs</em>. (We weren't very open minded.)</p><p></p><p>I can remember being surprised when one player pointed out to me that the rules did not allow more than one magic ring on each had. No one had ever had more than one or two in all the games I had ever run.</p><p></p><p>In 3.0, the default changed and Monty Haul was the new standard. It isn't so bad for us that the standard changed; it was very bad that the rules had been changed so that those of us not playing Monty Haul games were no longer supported by the rules. All the PCs in our games were weak and underpowered against their opponents.</p><p></p><p>IMO, having a lower standard for magic item accessibility is a better standard. Not just because it is my preferred style, but because a GM who gives out more magic items can just increase the difficulty of all the encounters his players face. It is much harder to do this is reverse. (Not impossible, just harder.)</p><p></p><p>Back in the olden days, players played because we enjoyed the game. We earned less gold, we got fewer magic items and it took forever to gain a level. Since we couldn't purchase magic items, we were forced to spend our character's money on ale, gambling, supporting their ancient grandmothers and hordes of illegitimate children, crazy schemes, mansions (or inns) to retire in, etc....</p><p></p><p>Since third edition hard-wired the need for certain magic items into the system, it more or less required that we allow magic shops and whatever items the players felt their characters needed. The DMG told players that every character of class w and level x had to have stat bump +y, cloak of resistance +z, etc....</p><p></p><p>Our style of play was no longer supported by the rules.</p><p></p><p>I sympathize with many of the grognards ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) in these forums. They feel that their playing style will no longer be supported in 4e. I happen to feel that they are wrong. Most of the issues I've seen are matters of fluff, not structural elements of the game itself. For me, most of what I've seen makes it seem as if I will be getting back some of that earlier edition feel. I hope so.</p></blockquote><p></p>
[QUOTE="kennew142, post: 3946712, member: 18490"] In earlier editions of the game, the default was that magic items were rare and that players could not purchase them. Some settings and GMs allowed occasional magic shops with a set inventory (not a full DMG worth of inventory). Some made sure that PCs were loaded with dozens of magic items. In the olden days (when we weren't walking to school uphill through 5 feet of snow), we called this last group [I]Monty Haul GMs[/I]. (We weren't very open minded.) I can remember being surprised when one player pointed out to me that the rules did not allow more than one magic ring on each had. No one had ever had more than one or two in all the games I had ever run. In 3.0, the default changed and Monty Haul was the new standard. It isn't so bad for us that the standard changed; it was very bad that the rules had been changed so that those of us not playing Monty Haul games were no longer supported by the rules. All the PCs in our games were weak and underpowered against their opponents. IMO, having a lower standard for magic item accessibility is a better standard. Not just because it is my preferred style, but because a GM who gives out more magic items can just increase the difficulty of all the encounters his players face. It is much harder to do this is reverse. (Not impossible, just harder.) Back in the olden days, players played because we enjoyed the game. We earned less gold, we got fewer magic items and it took forever to gain a level. Since we couldn't purchase magic items, we were forced to spend our character's money on ale, gambling, supporting their ancient grandmothers and hordes of illegitimate children, crazy schemes, mansions (or inns) to retire in, etc.... Since third edition hard-wired the need for certain magic items into the system, it more or less required that we allow magic shops and whatever items the players felt their characters needed. The DMG told players that every character of class w and level x had to have stat bump +y, cloak of resistance +z, etc.... Our style of play was no longer supported by the rules. I sympathize with many of the grognards ( :p ) in these forums. They feel that their playing style will no longer be supported in 4e. I happen to feel that they are wrong. Most of the issues I've seen are matters of fluff, not structural elements of the game itself. For me, most of what I've seen makes it seem as if I will be getting back some of that earlier edition feel. I hope so. [/QUOTE]
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