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<blockquote data-quote="dkyle" data-source="post: 5960670" data-attributes="member: 70707"><p>It's a lot harder to break a pile of sheet metal and bolts, than a Ferrari. But that's only because the bar of what we would call "not broken" is much higher with a Ferrari, than a pile of metal. Reduce the Ferrari to a pile of metal, and we'd call that a broken Ferrari.</p><p></p><p>4E is only easy to break because it actually works well in the first place. That is a virtue, not a flaw.</p><p></p><p></p><p></p><p>It is vastly simpler for a DM to include inherent bonuses in place of assumed item progression bonuses (especially when the rules suggest it!), than to create balanced encounters from scratch (or from a fundamentally broken system that doesn't account for magic items). There's really no comparison here.</p><p></p><p>Also, if we're going back to AD&D, talking about what the "players are going to make sure they have" doesn't track. Before 3.X, players had almost no agency in what items they got.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5960670, member: 70707"] It's a lot harder to break a pile of sheet metal and bolts, than a Ferrari. But that's only because the bar of what we would call "not broken" is much higher with a Ferrari, than a pile of metal. Reduce the Ferrari to a pile of metal, and we'd call that a broken Ferrari. 4E is only easy to break because it actually works well in the first place. That is a virtue, not a flaw. It is vastly simpler for a DM to include inherent bonuses in place of assumed item progression bonuses (especially when the rules suggest it!), than to create balanced encounters from scratch (or from a fundamentally broken system that doesn't account for magic items). There's really no comparison here. Also, if we're going back to AD&D, talking about what the "players are going to make sure they have" doesn't track. Before 3.X, players had almost no agency in what items they got. [/QUOTE]
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