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It's time for another "Good Idea, Bad Idea"
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<blockquote data-quote="Agamon" data-source="post: 4337080" data-attributes="member: 184"><p>Not a right or wrong for me. I'd rather all magic items were more like artifacts, though maybe not quite this far.</p><p></p><p></p><p></p><p>IMO, not only does this keep the abstraction, but it makes it more implicit than it's ever been. I love how easy it is to describe an attack's result now. A right for me.</p><p></p><p></p><p></p><p>Agreed. Tactical depth to combat encounters equals win.</p><p></p><p></p><p></p><p>A major right for me. If a player of mine wants fluff, I'm happy to be able to oblige him without making him decide on whether to spend PC building points on it and take it away from something that makes his PC more useful, or just including it as part his description.</p><p></p><p></p><p></p><p>Agreed. The sorcerer and warlock paved the way. Good stuff.</p><p></p><p></p><p></p><p>Don't really agree, but like you say, it's a taste thing. I do like the balance this brings, while still leaving each power source and role their own flavor.</p><p></p><p></p><p></p><p>Yep, more fun for the player, less work for the DM.</p><p></p><p></p><p></p><p>I'll sorta agree with you here. I never had a problem with low level PCs getting killed since Basic D&D. In fact, deaths usually didn't start happening until 6th-7th level, and then the floodgates would open. But I do understand that they were flattening the curve and trying to open up the sweet spot. I don;t have a problem with it, but it does limit creating a true green 1st level PC.</p><p></p><p>And before you think I'm just a 4anboi, I have some WRONGS of my own (of course, like the DMG says, the game can't be perfect for everyone, so this is just of list of thing's I'd change to make it my game):</p><p></p><p>RIGHT: Taking alignment out of the mechanics. No more Detect Evil? No more spells that don't hurt Good creatures? No more being class x but you have to be alignment y? Woot!</p><p></p><p>WRONG: Alignment is still in the game. Luckily, because of the above Right, it's easy to remove.</p><p></p><p>RIGHT: Trimmed down the Big 7 and the Christmas Tree effect. Too many magic items that were necessary to keep up with monsters. The fact that it's spelled out now what bonuses PCs should have at what level to make handing out magic less necessary is great, too.</p><p></p><p>WRONG: Trimmed Christmas Trees are still Christmas Trees. PC sheets being made with paper doll silhouettes go to show that the problem was only partially addressed, IMO. More powerful items that do multiple things, much like artifacts are now, is much more along the same lines as fictional fantasy.</p><p></p><p>RIGHT: More structured combat, from monster roles and levels, to trap design, to simpler monster design, is great for the DM. Monsters have less options individually, but are much more interesting to run and much easier to prepare.</p><p></p><p>WRONG: The balanced encounter paradigm might have resulted in longer fights. I'm not a big fan of 2 round combat encounters, but 20 round fights are worse. Hopefully it's just lack of familiarity with the system, or this could turn out to be a big wrong.</p><p></p><p>All IMHO, of course. <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></blockquote><p></p>
[QUOTE="Agamon, post: 4337080, member: 184"] Not a right or wrong for me. I'd rather all magic items were more like artifacts, though maybe not quite this far. IMO, not only does this keep the abstraction, but it makes it more implicit than it's ever been. I love how easy it is to describe an attack's result now. A right for me. Agreed. Tactical depth to combat encounters equals win. A major right for me. If a player of mine wants fluff, I'm happy to be able to oblige him without making him decide on whether to spend PC building points on it and take it away from something that makes his PC more useful, or just including it as part his description. Agreed. The sorcerer and warlock paved the way. Good stuff. Don't really agree, but like you say, it's a taste thing. I do like the balance this brings, while still leaving each power source and role their own flavor. Yep, more fun for the player, less work for the DM. I'll sorta agree with you here. I never had a problem with low level PCs getting killed since Basic D&D. In fact, deaths usually didn't start happening until 6th-7th level, and then the floodgates would open. But I do understand that they were flattening the curve and trying to open up the sweet spot. I don;t have a problem with it, but it does limit creating a true green 1st level PC. And before you think I'm just a 4anboi, I have some WRONGS of my own (of course, like the DMG says, the game can't be perfect for everyone, so this is just of list of thing's I'd change to make it my game): RIGHT: Taking alignment out of the mechanics. No more Detect Evil? No more spells that don't hurt Good creatures? No more being class x but you have to be alignment y? Woot! WRONG: Alignment is still in the game. Luckily, because of the above Right, it's easy to remove. RIGHT: Trimmed down the Big 7 and the Christmas Tree effect. Too many magic items that were necessary to keep up with monsters. The fact that it's spelled out now what bonuses PCs should have at what level to make handing out magic less necessary is great, too. WRONG: Trimmed Christmas Trees are still Christmas Trees. PC sheets being made with paper doll silhouettes go to show that the problem was only partially addressed, IMO. More powerful items that do multiple things, much like artifacts are now, is much more along the same lines as fictional fantasy. RIGHT: More structured combat, from monster roles and levels, to trap design, to simpler monster design, is great for the DM. Monsters have less options individually, but are much more interesting to run and much easier to prepare. WRONG: The balanced encounter paradigm might have resulted in longer fights. I'm not a big fan of 2 round combat encounters, but 20 round fights are worse. Hopefully it's just lack of familiarity with the system, or this could turn out to be a big wrong. All IMHO, of course. :) [/QUOTE]
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