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Long rests getting better but GM needs still not being considered
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<blockquote data-quote="Ruin Explorer" data-source="post: 8884578" data-attributes="member: 18"><p>Not trying to turn this into a system debate, but how so? I felt like it was the precise opposite. By getting players to actually say what they wanted, I found it was pretty easy to, if there was an item they wanted sufficiently, make it part of the reward offered by an NPC, or they'd learn it was present in the dungeon or see the villain carrying it or whatever. I felt like that let me leverage that better, but maybe I misunderstand? You didn't ever <em>have</em> to give them the item, and players aren't entitled dumbasses (I mean, if they are, why are they in your group lol?). If they let the villain get away and his was still packing his flameburst greatsword or whatever, well, that's where it went!</p><p></p><p>I think what was a problem was that because you were expected to have so many items, and they were expected to be of X level of power at Y character level, you had to churn through a lot of stuff. I think a more Earthdawn-like system of enhancing items/bonds with items would have worked better but I always think 4E should have drawn more ideas from Earthdawn (which has some similarities to 4E), so I may be biased!</p><p></p><p>Personally I'd also say 5E's "no-one neeeeeeeeeeeeeeds magic items" feels more weasel-y and less factual the more I've played 5E, especially from level 5 onwards. It's more like "Only non-casters or people reliant on weapon attacks need magic items". YMMV.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8884578, member: 18"] Not trying to turn this into a system debate, but how so? I felt like it was the precise opposite. By getting players to actually say what they wanted, I found it was pretty easy to, if there was an item they wanted sufficiently, make it part of the reward offered by an NPC, or they'd learn it was present in the dungeon or see the villain carrying it or whatever. I felt like that let me leverage that better, but maybe I misunderstand? You didn't ever [I]have[/I] to give them the item, and players aren't entitled dumbasses (I mean, if they are, why are they in your group lol?). If they let the villain get away and his was still packing his flameburst greatsword or whatever, well, that's where it went! I think what was a problem was that because you were expected to have so many items, and they were expected to be of X level of power at Y character level, you had to churn through a lot of stuff. I think a more Earthdawn-like system of enhancing items/bonds with items would have worked better but I always think 4E should have drawn more ideas from Earthdawn (which has some similarities to 4E), so I may be biased! Personally I'd also say 5E's "no-one neeeeeeeeeeeeeeds magic items" feels more weasel-y and less factual the more I've played 5E, especially from level 5 onwards. It's more like "Only non-casters or people reliant on weapon attacks need magic items". YMMV. [/QUOTE]
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Long rests getting better but GM needs still not being considered
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