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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5581590" data-attributes="member: 82106"><p>Here's the thing man. Neither DMs nor players are perfect in any game. DMs however have a vast array of ways in which they can already screw over players. EVERYTHING YOU DO as a player is effectively at the option of the DM. It is silly IMHO to imagine that somehow because by default you're allowed to make vorpal swords that this is an amazing empowerment of the player. It isn't. It is just an annoyance to the DM. I'd be perfectly happy to say it is 6 of one and half-a-dozen of the other except we've already outlined all the substantive material ways in which rarity actually improves the system IN PLAY every day. Actually I haven't even touched on 3/4s of its benefits but I kind of figure I don't even really need to do so. </p><p></p><p>In short, who gets to decide which items are going to be crafted by default is simply a preference. If one rule allows the item subsystem of the game to function in a much better way than from a game designer point of view that is the way that it needs to work. From a standpoint of preferences you're never going to please everyone, but you can at least provide a game that is most mechanically flexible and provides the widest variety of options.</p><p></p><p>Personally I think that is CLEARLY the system we have now. I have no desire to see that degraded because hypothetically there's some idiot somewhere who's ALREADY A HORRIBLE DM who's going to abuse some rule. No good will come of taking that one rule out of his hands, none at all.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5581590, member: 82106"] Here's the thing man. Neither DMs nor players are perfect in any game. DMs however have a vast array of ways in which they can already screw over players. EVERYTHING YOU DO as a player is effectively at the option of the DM. It is silly IMHO to imagine that somehow because by default you're allowed to make vorpal swords that this is an amazing empowerment of the player. It isn't. It is just an annoyance to the DM. I'd be perfectly happy to say it is 6 of one and half-a-dozen of the other except we've already outlined all the substantive material ways in which rarity actually improves the system IN PLAY every day. Actually I haven't even touched on 3/4s of its benefits but I kind of figure I don't even really need to do so. In short, who gets to decide which items are going to be crafted by default is simply a preference. If one rule allows the item subsystem of the game to function in a much better way than from a game designer point of view that is the way that it needs to work. From a standpoint of preferences you're never going to please everyone, but you can at least provide a game that is most mechanically flexible and provides the widest variety of options. Personally I think that is CLEARLY the system we have now. I have no desire to see that degraded because hypothetically there's some idiot somewhere who's ALREADY A HORRIBLE DM who's going to abuse some rule. No good will come of taking that one rule out of his hands, none at all. [/QUOTE]
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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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