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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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<blockquote data-quote="Balesir" data-source="post: 5580105" data-attributes="member: 27160"><p>Bleh - let's us DMs patronise the players some more... The 'old' system wasn't broken (even though some of the individual elements in it were - but, as you note, that applies to the new system, too), so it didn't need fixing. Especially as it seems to be an excuse in some areas to be lazy about balance and good design on the pretext that "a good DM will handle it".</p><p></p><p>The old system had just the categories needed:</p><p></p><p>- stuff the players have control over (can make if they have the ritual, can buy, etc.) = "magic items".</p><p></p><p>- stuff the DM has control over = "artifacts".</p><p></p><p>Adding a couple of "levels" of "pseudo-artifacts" was just unneccessary, IMO.</p><p></p><p>Which cannot all be done with just "artifacts", why??? All of these features are, as I see it, exactly what artifacts in 4E were meant to be.</p><p></p><p>Sorry, but residuum can be made. Convert alchemical reagents into magic items (even if you only get access to common ones and not semi-artifacts, or whatever) and then reduce the items to residuum.</p><p></p><p>Ah, but "uncommon" items need the fabled ingredient, deeemmium, in order to make them, and are made by half-mad, half-sadistic primitive creatures that live in the valley of Deeemscrack and make whatever they think your character should have, not what they could actually use <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>More seriously, a far better "solution" to the "item issue" (if there is one) would be to rebalance the existing items to make them all (or at least mostly) viable choices. Unavoidable "must haves" might possibly be balanced by requiring specific rituals and ingredients to make; Enchant Item ritual does have the flaw that, like Polymorph Self in days of yore, it just keeps getting more and more useful as new items are published. The "rarity" system as proposed, however, by just bunging everything into the DM's hands, was/is just a cop-out. A system where the items remain in the players' hands, but require more effort (specific monster parts, specific rituals, specific craftsmen/helpers) for the more useful items might actually improve matters. It would, of course, require more design work...</p></blockquote><p></p>
[QUOTE="Balesir, post: 5580105, member: 27160"] Bleh - let's us DMs patronise the players some more... The 'old' system wasn't broken (even though some of the individual elements in it were - but, as you note, that applies to the new system, too), so it didn't need fixing. Especially as it seems to be an excuse in some areas to be lazy about balance and good design on the pretext that "a good DM will handle it". The old system had just the categories needed: - stuff the players have control over (can make if they have the ritual, can buy, etc.) = "magic items". - stuff the DM has control over = "artifacts". Adding a couple of "levels" of "pseudo-artifacts" was just unneccessary, IMO. Which cannot all be done with just "artifacts", why??? All of these features are, as I see it, exactly what artifacts in 4E were meant to be. Sorry, but residuum can be made. Convert alchemical reagents into magic items (even if you only get access to common ones and not semi-artifacts, or whatever) and then reduce the items to residuum. Ah, but "uncommon" items need the fabled ingredient, deeemmium, in order to make them, and are made by half-mad, half-sadistic primitive creatures that live in the valley of Deeemscrack and make whatever they think your character should have, not what they could actually use ;) More seriously, a far better "solution" to the "item issue" (if there is one) would be to rebalance the existing items to make them all (or at least mostly) viable choices. Unavoidable "must haves" might possibly be balanced by requiring specific rituals and ingredients to make; Enchant Item ritual does have the flaw that, like Polymorph Self in days of yore, it just keeps getting more and more useful as new items are published. The "rarity" system as proposed, however, by just bunging everything into the DM's hands, was/is just a cop-out. A system where the items remain in the players' hands, but require more effort (specific monster parts, specific rituals, specific craftsmen/helpers) for the more useful items might actually improve matters. It would, of course, require more design work... [/QUOTE]
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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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