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General Tabletop Discussion
*Dungeons & Dragons
Magic Item Creation: Which book should contain rules for magic item creation?
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<blockquote data-quote="LostSoul" data-source="post: 6289845" data-attributes="member: 386"><p>In a certain style of play - challenge-based player-driven play - they are rewards for the player. Imagine a trick where there's a flame tongue floating in a glowing ray of light in the middle of a room (with a bunch of clues as to how to get it and what the consequences of screwing up might be). You know there's going to be some danger in there, so you have to figure out how to grab the thing.</p><p></p><p>If you get it, then your PC has capabilities that you otherwise wouldn't have. You could always just pass it by, though. But what a rush if you can get it! Now that you have it - what are you going to do with it?</p><p></p><p></p><p></p><p>I think this ties into player-driven games. If the DM is determining the challenge or risk that you face, yes, things are easier and potentially less interesting. If you are able to grab that flame tongue in a player-driven game, though, maybe you think you can now sally forth into the troll marshes and set yourself up as their new god-on-earth.</p><p></p><p>I think these rewards are for smart play - you can now punch above your weight - so you take on more dangerous and interesting challenges; which lead to more rewards, which open up even more interesting places for you to adventure, etc. etc. It's a nice reward cycle - and to be clear, the real reward isn't the flame tongue or vorpal weapon or crystal ball - it's the adventures that those magic items allow you to get into; more interesting adventures that you wouldn't be involved in if you weren't such a good player.</p><p></p><p>(Which is also the point of levels and GP for XP, now that I think about it.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6289845, member: 386"] In a certain style of play - challenge-based player-driven play - they are rewards for the player. Imagine a trick where there's a flame tongue floating in a glowing ray of light in the middle of a room (with a bunch of clues as to how to get it and what the consequences of screwing up might be). You know there's going to be some danger in there, so you have to figure out how to grab the thing. If you get it, then your PC has capabilities that you otherwise wouldn't have. You could always just pass it by, though. But what a rush if you can get it! Now that you have it - what are you going to do with it? I think this ties into player-driven games. If the DM is determining the challenge or risk that you face, yes, things are easier and potentially less interesting. If you are able to grab that flame tongue in a player-driven game, though, maybe you think you can now sally forth into the troll marshes and set yourself up as their new god-on-earth. I think these rewards are for smart play - you can now punch above your weight - so you take on more dangerous and interesting challenges; which lead to more rewards, which open up even more interesting places for you to adventure, etc. etc. It's a nice reward cycle - and to be clear, the real reward isn't the flame tongue or vorpal weapon or crystal ball - it's the adventures that those magic items allow you to get into; more interesting adventures that you wouldn't be involved in if you weren't such a good player. (Which is also the point of levels and GP for XP, now that I think about it.) [/QUOTE]
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Magic Item Creation: Which book should contain rules for magic item creation?
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