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It's the Actions Economy, Stupid!
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<blockquote data-quote="Rallek" data-source="post: 4016307" data-attributes="member: 8463"><p>Guideposts are certainly useful, but I question their ability to apply across all of the varied ground that has, up to this point, been D&D. I'm not saying that this is a worthless thing to have, merely that given the limited time and resources of the development team, this is effort best spent elsewhere. I do agree that 3e's system of using Wealth by level assumptions tied to GP value of magic items as a guidepost was a terrible idea. It was, in my opinion, worse than nothing because it lead directly to the much decried "magic WalMart".</p><p></p><p></p><p></p><p>Less on the main topic I want to address this for a minute;</p><p></p><p></p><p></p><p>It's always useful to learn from those with more experience, but this is something of a two edged sword. If you (and by "you" I mean the "universal" DM here) learn from Mearls mistakes largely in place of your own, you'll be learning how to play his game, not yours. It sounds strange to say, but the strength of D&D has always, in my opinion, been the relationship between the DM and the players. You really need to learn what works for your group and what doesn't. You have to run those terrible games once or twice to learn what not to do. You have to get a feel for what your player's expectations are at the table, and then you need to flesh out those expectations through actual play. You learn to adapt the game to the way that you play as a unique group, and you tweak the play experience to really make the game your own. When it really works you get an experience that is social, creative, dynamic, and most of all extremely entertaining. In my opinion the ability of groups to come together and find "their" game is being diminished, and that's a slow death for the hobby, or at least for the aspect of the hobby that keeps my group coming back to the table.</p><p></p><p></p><p></p><p>Hmmm.... bit of a long walk from magic item rules, huh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>Just one DM's Opinion.</p></blockquote><p></p>
[QUOTE="Rallek, post: 4016307, member: 8463"] Guideposts are certainly useful, but I question their ability to apply across all of the varied ground that has, up to this point, been D&D. I'm not saying that this is a worthless thing to have, merely that given the limited time and resources of the development team, this is effort best spent elsewhere. I do agree that 3e's system of using Wealth by level assumptions tied to GP value of magic items as a guidepost was a terrible idea. It was, in my opinion, worse than nothing because it lead directly to the much decried "magic WalMart". Less on the main topic I want to address this for a minute; It's always useful to learn from those with more experience, but this is something of a two edged sword. If you (and by "you" I mean the "universal" DM here) learn from Mearls mistakes largely in place of your own, you'll be learning how to play his game, not yours. It sounds strange to say, but the strength of D&D has always, in my opinion, been the relationship between the DM and the players. You really need to learn what works for your group and what doesn't. You have to run those terrible games once or twice to learn what not to do. You have to get a feel for what your player's expectations are at the table, and then you need to flesh out those expectations through actual play. You learn to adapt the game to the way that you play as a unique group, and you tweak the play experience to really make the game your own. When it really works you get an experience that is social, creative, dynamic, and most of all extremely entertaining. In my opinion the ability of groups to come together and find "their" game is being diminished, and that's a slow death for the hobby, or at least for the aspect of the hobby that keeps my group coming back to the table. Hmmm.... bit of a long walk from magic item rules, huh? :D Just one DM's Opinion. [/QUOTE]
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