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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="Lanefan" data-source="post: 6290091" data-attributes="member: 29398"><p>You know, I think you're on to something here in defining a core difference between 0-1-2e and 3-PF-4e. Yes the older editions had numbers, but they most of the time stayed in the background and-or were the purview of the DM only. But the newer editions tend to put the numbers - all of them - right in the players' faces, which of course means they're going to get a lot more attention. And while we can argue for years about whether this is good for the game or not, there's no denying the shift in design.</p><p>And there's a third group, those to whom the core of the game is the mechanical build of their character - abilities, feats, prestige classes, etc. - rather than (or, at best, alongside) the actual run of play (story, plot, role-played interactions with party and NPCs, etc.) at the table.</p><p></p><p>To tie back in to the actual thread here, I'd posit it's the mechanical builders who would like item creation to be relatively simple, easy to do, and in the players' control; as they need the items as part of "the build".</p><p></p><p>Lan-"I'm a character, not a number"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6290091, member: 29398"] You know, I think you're on to something here in defining a core difference between 0-1-2e and 3-PF-4e. Yes the older editions had numbers, but they most of the time stayed in the background and-or were the purview of the DM only. But the newer editions tend to put the numbers - all of them - right in the players' faces, which of course means they're going to get a lot more attention. And while we can argue for years about whether this is good for the game or not, there's no denying the shift in design. And there's a third group, those to whom the core of the game is the mechanical build of their character - abilities, feats, prestige classes, etc. - rather than (or, at best, alongside) the actual run of play (story, plot, role-played interactions with party and NPCs, etc.) at the table. To tie back in to the actual thread here, I'd posit it's the mechanical builders who would like item creation to be relatively simple, easy to do, and in the players' control; as they need the items as part of "the build". Lan-"I'm a character, not a number"-efan [/QUOTE]
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Magic Item Creation: Which book should contain rules for magic item creation?
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