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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Iron Heroes threaten my GM style of low magic items...
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<blockquote data-quote="ruleslawyer" data-source="post: 2637162" data-attributes="member: 1757"><p>I respectfully disagree, although I acknowledge that my entire source of disagreement may be a matter of semantics. IH <em>does</em> "necessarily" do a lower-item-game "better" than core rules D&D. The simple reason is that IH can be used "straight out of the box" to run a lower-magic-item (or no-magic-item) D&D game, with all other elements of the game (monsters, modules, etc.) being static. D&D <em>cannot</em> be used "straight out of the box" without at least substantial adherence to the wealth-by-level guidelines. Among the things you have to tweak to use it thusly:</p><p></p><p>1) Inter-class balance, specifically for the fighter, monk, ranger, and paladin, which are up the creek big-time without items compared to the primary spellcasters. </p><p></p><p>2) The CR system. This basically has to be revised entirely, not only to push monster CRs up in order to hit fair XP awards, but also to correct for monster abilities that are not particularly powerful against PCs with appropriate items, but become much more powerful against PCs without those items.</p><p></p><p>3) Module design. Modules, especially mid- to high-level ones, assume particular abilities and bonus sets on the part of the PCs. Without items, most PCs (except the straight casters) won't have these.</p><p></p><p>Now, if what you're saying is that "<em>I</em> can run a low-item D&D game just as well as IH can help me to do it," that's a statement of your mastery of the game and ability to tweak the system. I don't doubt it. However, Bastoche's analogy of the running shoes vs. sandals comes to mind.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2637162, member: 1757"] I respectfully disagree, although I acknowledge that my entire source of disagreement may be a matter of semantics. IH [i]does[/i] "necessarily" do a lower-item-game "better" than core rules D&D. The simple reason is that IH can be used "straight out of the box" to run a lower-magic-item (or no-magic-item) D&D game, with all other elements of the game (monsters, modules, etc.) being static. D&D [i]cannot[/i] be used "straight out of the box" without at least substantial adherence to the wealth-by-level guidelines. Among the things you have to tweak to use it thusly: 1) Inter-class balance, specifically for the fighter, monk, ranger, and paladin, which are up the creek big-time without items compared to the primary spellcasters. 2) The CR system. This basically has to be revised entirely, not only to push monster CRs up in order to hit fair XP awards, but also to correct for monster abilities that are not particularly powerful against PCs with appropriate items, but become much more powerful against PCs without those items. 3) Module design. Modules, especially mid- to high-level ones, assume particular abilities and bonus sets on the part of the PCs. Without items, most PCs (except the straight casters) won't have these. Now, if what you're saying is that "[i]I[/i] can run a low-item D&D game just as well as IH can help me to do it," that's a statement of your mastery of the game and ability to tweak the system. I don't doubt it. However, Bastoche's analogy of the running shoes vs. sandals comes to mind. [/QUOTE]
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