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<blockquote data-quote="Ruin Explorer" data-source="post: 6299313" data-attributes="member: 18"><p>I don't think the cap is necessarily more metagame than any number of other D&D elements. The question is, how do they explain it, lore-wise? They don't really tell us that, here. I can see ways to make it very much part of the world of D&D, but also ways to screw it up and make it seem fake-as-hell.</p><p></p><p>It is kind of sad/amusing, though, that D&D, in 5E has basically got to where a lot of house-ruled D&D games were in the late '80s and early '90s ("attunement"-type processes and limits were a very common house rule in my experience), but not yet as far as Earthdawn, from 1993, which managed to make attunement an unquestioned part of the setting, rather than some weird metagame thing (of course, ED managed to do that with so many things).</p><p></p><p>As for "don't give out a lot!", that's actually kind of a weak argument for two reasons:</p><p></p><p>1) It means that if you use pre-gen adventures (whether WotC or 3PP), you will need to go through them and carefully chop down the number of magic items.</p><p></p><p>and</p><p></p><p>2) It doesn't prevent one PC ending up with a ridiculous number of items, or PCs pathologically hording magic items, no matter how minor or obsolete, both of which can slow down games and make them a lot less fun (I saw this a fair bit in 2E, particularly the latter - it was cute/cool at first, but after a few years became pretty tedious, as players acquired giant checklists of items that they had to keep track of).</p><p></p><p>Whereas a cap helps with both these things. A DM always needs to exercise some discretion, but anything that makes running the game easier is going to be good. I just hope they have decent lore for the cap. Three is a magic number, so it's hardly shocking or unreasonable to use it - note that it's not three times ever, it's three at once, too.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6299313, member: 18"] I don't think the cap is necessarily more metagame than any number of other D&D elements. The question is, how do they explain it, lore-wise? They don't really tell us that, here. I can see ways to make it very much part of the world of D&D, but also ways to screw it up and make it seem fake-as-hell. It is kind of sad/amusing, though, that D&D, in 5E has basically got to where a lot of house-ruled D&D games were in the late '80s and early '90s ("attunement"-type processes and limits were a very common house rule in my experience), but not yet as far as Earthdawn, from 1993, which managed to make attunement an unquestioned part of the setting, rather than some weird metagame thing (of course, ED managed to do that with so many things). As for "don't give out a lot!", that's actually kind of a weak argument for two reasons: 1) It means that if you use pre-gen adventures (whether WotC or 3PP), you will need to go through them and carefully chop down the number of magic items. and 2) It doesn't prevent one PC ending up with a ridiculous number of items, or PCs pathologically hording magic items, no matter how minor or obsolete, both of which can slow down games and make them a lot less fun (I saw this a fair bit in 2E, particularly the latter - it was cute/cool at first, but after a few years became pretty tedious, as players acquired giant checklists of items that they had to keep track of). Whereas a cap helps with both these things. A DM always needs to exercise some discretion, but anything that makes running the game easier is going to be good. I just hope they have decent lore for the cap. Three is a magic number, so it's hardly shocking or unreasonable to use it - note that it's not three times ever, it's three at once, too. [/QUOTE]
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