Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Daily Power rule change and Elixir
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5348549" data-attributes="member: 82106"><p>No, what is wrong with it is that I CAN'T EVEN CONTEMPLATE making a scenario like the one being discussed in 3.x. It isn't that it is such a terrible thing if in some situation PCs can shortcut a big chunk of adventure, as long as the DM doesn't mind leaving a lot of work on the cutting room floor at least. The problem is that with earlier versions of D&D VAST amounts of possible plots and stories were just out of bounds because the PCs could trivially bypass them. What you COULD run was limited to only certain types of layouts. </p><p></p><p>Note that I have played with the same players pretty much since 1981, they are very clever people. There is ZERO chance that if there was ANY way of bypassing or trivializing an encounter or entire adventure they wouldn't find it and use it. In order to challenge this kind of player the DM has to go to stupidly ridiculous lengths and even so it is 5 brains against one, they'll find a way every time. Magic in AD&D/3.x was just too generalized and open-ended.</p><p></p><p>With 4e things are a lot better. The players feel more challenged, the game runs more smoothly and we can actually play out things like a kidnapping or a murder mystery without needing 27 anti-magic zones and making up unlikely reasons why this and that spell won't just solve the whole thing.</p><p></p><p></p><p></p><p>Nah. Go back and play AD&D a bit. There was no such thing as crafting. You had to be level 7 to even make a potion or a scroll. You had to be level 13 to make ANY other kind of item and even the most trivial permanent item like a +1 sword required a Permanency spell that was a level 7 spell (meaning you had to be 13th level to cast it). MANY items effectively required a character to be 15th or 17th level for access to 8th and 9th level spells. Even then the really potent items were simply uncraftable. </p><p></p><p>Players still found ways to be clever and work around adventures. They may not have been crafting items to do it (sometimes that did come up) but they still found plenty of clever ways. At low levels it usually involved creative use of equipment, nonstandard ways of using certain spells, social engineering, creative tactics, etc. I think 4e has that AND a bit more of a limit on what magic items you can use. </p><p></p><p>In your troll scenario for example the players in my game might have for instance dug a pit or two somewhere, filled it halfway with oil soaked brush, and baited the trolls into attacking them in a spot where they could push them into the pit and burn them up. I'd consider that a lot more creative than "lets craft a bunch of fire weapons". Crafting the weapons is OK, but it doesn't reach to the high levels of creative problem solving. </p><p></p><p>I think what the new 4e situation is trying to do is cut a middle ground. Maybe the players CAN acquire some items that help them, but they may have to work at it a bit more. Maybe they need to go find an Azer that can make flaming swords and bring him a special item he wants in payment, etc. OTOH if the DM is OK with the players having a fairly obvious way to solve the problem he can let them have some special ingredient that lets them craft flaming swords.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5348549, member: 82106"] No, what is wrong with it is that I CAN'T EVEN CONTEMPLATE making a scenario like the one being discussed in 3.x. It isn't that it is such a terrible thing if in some situation PCs can shortcut a big chunk of adventure, as long as the DM doesn't mind leaving a lot of work on the cutting room floor at least. The problem is that with earlier versions of D&D VAST amounts of possible plots and stories were just out of bounds because the PCs could trivially bypass them. What you COULD run was limited to only certain types of layouts. Note that I have played with the same players pretty much since 1981, they are very clever people. There is ZERO chance that if there was ANY way of bypassing or trivializing an encounter or entire adventure they wouldn't find it and use it. In order to challenge this kind of player the DM has to go to stupidly ridiculous lengths and even so it is 5 brains against one, they'll find a way every time. Magic in AD&D/3.x was just too generalized and open-ended. With 4e things are a lot better. The players feel more challenged, the game runs more smoothly and we can actually play out things like a kidnapping or a murder mystery without needing 27 anti-magic zones and making up unlikely reasons why this and that spell won't just solve the whole thing. Nah. Go back and play AD&D a bit. There was no such thing as crafting. You had to be level 7 to even make a potion or a scroll. You had to be level 13 to make ANY other kind of item and even the most trivial permanent item like a +1 sword required a Permanency spell that was a level 7 spell (meaning you had to be 13th level to cast it). MANY items effectively required a character to be 15th or 17th level for access to 8th and 9th level spells. Even then the really potent items were simply uncraftable. Players still found ways to be clever and work around adventures. They may not have been crafting items to do it (sometimes that did come up) but they still found plenty of clever ways. At low levels it usually involved creative use of equipment, nonstandard ways of using certain spells, social engineering, creative tactics, etc. I think 4e has that AND a bit more of a limit on what magic items you can use. In your troll scenario for example the players in my game might have for instance dug a pit or two somewhere, filled it halfway with oil soaked brush, and baited the trolls into attacking them in a spot where they could push them into the pit and burn them up. I'd consider that a lot more creative than "lets craft a bunch of fire weapons". Crafting the weapons is OK, but it doesn't reach to the high levels of creative problem solving. I think what the new 4e situation is trying to do is cut a middle ground. Maybe the players CAN acquire some items that help them, but they may have to work at it a bit more. Maybe they need to go find an Azer that can make flaming swords and bring him a special item he wants in payment, etc. OTOH if the DM is OK with the players having a fairly obvious way to solve the problem he can let them have some special ingredient that lets them craft flaming swords. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Daily Power rule change and Elixir
Top