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<blockquote data-quote="reticent" data-source="post: 5329979" data-attributes="member: 81053"><p>My preference is that the game be constructed in such a way that no character needs to have any magic items in order to meaningfully contribute. This creates the freedom for magic items to be uncommon enough that even a less than optimum item is still coveted sufficiently to feel special, and even a seasoned adventurer is only likely to accrue a few such items over a career. Then, if some particular type of item is sought by a player it should be in the context of the campaign narrative with the understanding that, just as in real life, what they get is likely to be only some approximation of what they hoped for. Therefore I prefer magic items be the domain of the DM. </p><p></p><p>I don't think this style of game has quite fit (A)D&D's design philosophy since 2nd edition. I do think the approach that has been taken, where gear of level appropriate quality is expected to be itemized at players' discretion into predefined "slots", is a valid design choice. I just think that approach emphasizes abstract gaming aspects over verisimilitude.</p></blockquote><p></p>
[QUOTE="reticent, post: 5329979, member: 81053"] My preference is that the game be constructed in such a way that no character needs to have any magic items in order to meaningfully contribute. This creates the freedom for magic items to be uncommon enough that even a less than optimum item is still coveted sufficiently to feel special, and even a seasoned adventurer is only likely to accrue a few such items over a career. Then, if some particular type of item is sought by a player it should be in the context of the campaign narrative with the understanding that, just as in real life, what they get is likely to be only some approximation of what they hoped for. Therefore I prefer magic items be the domain of the DM. I don't think this style of game has quite fit (A)D&D's design philosophy since 2nd edition. I do think the approach that has been taken, where gear of level appropriate quality is expected to be itemized at players' discretion into predefined "slots", is a valid design choice. I just think that approach emphasizes abstract gaming aspects over verisimilitude. [/QUOTE]
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