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General Tabletop Discussion
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Magic Item Creation: Which book should contain rules for magic item creation?
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<blockquote data-quote="billd91" data-source="post: 6291567" data-attributes="member: 3400"><p>Sure, they <strong>may</strong> mean those things with your particular spin on them. But I think they all suggest a dysfunctional mentality toward the game and players. They <strong>could</strong> mean:</p><p></p><p>a) That the players will be able to take on tougher challenges, enabling them to survive deeper into the story or risky environment where the rewards are even better and more interesting.</p><p></p><p>b) That the mission/task/quest to be achieved will be easier and quicker to achieve, enabling the players to take on more quests and tasks without getting bogged down in frustrating slogs. Yay!</p><p></p><p>or c) That the power-up has little relevance to the previously planned challenges so the GM uses the new powers to open up new and more varied play environments now that the PC have the ability to enter or interact them.</p><p></p><p>The idea is, ultimately, to let the players enjoy the fruits of their labor. If they get a boost that makes things a little easier (and really, a +1 weapon is nice but only 5% better), don't take it away... unless they specifically ask for it or deliberately seek out tougher challenges (which have appropriately greater rewards). If they get a boost that gives them a new ability, like a flying carpet, design the adventures to make use of it from time to time.</p></blockquote><p></p>
[QUOTE="billd91, post: 6291567, member: 3400"] Sure, they [b]may[/b] mean those things with your particular spin on them. But I think they all suggest a dysfunctional mentality toward the game and players. They [b]could[/b] mean: a) That the players will be able to take on tougher challenges, enabling them to survive deeper into the story or risky environment where the rewards are even better and more interesting. b) That the mission/task/quest to be achieved will be easier and quicker to achieve, enabling the players to take on more quests and tasks without getting bogged down in frustrating slogs. Yay! or c) That the power-up has little relevance to the previously planned challenges so the GM uses the new powers to open up new and more varied play environments now that the PC have the ability to enter or interact them. The idea is, ultimately, to let the players enjoy the fruits of their labor. If they get a boost that makes things a little easier (and really, a +1 weapon is nice but only 5% better), don't take it away... unless they specifically ask for it or deliberately seek out tougher challenges (which have appropriately greater rewards). If they get a boost that gives them a new ability, like a flying carpet, design the adventures to make use of it from time to time. [/QUOTE]
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Magic Item Creation: Which book should contain rules for magic item creation?
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