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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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<blockquote data-quote="eamon" data-source="post: 5581662" data-attributes="member: 51942"><p>You're right, that was excessive. But still - that's freedom <em>for the DM at the cost of freedom for the players</em>. The DM controls what's available in detail, and since the <em>vast majority</em> of items are uncommon, that means the DM has day-to-day control over items.</p><p></p><p>I've got no problem with that. As said, I don't think the rarity system is <em>necessarily</em> flawed, but it is flawed as executed in 4e. If the uncommon items were common, and rare items reserved for unique discoveries, that'd be fine by me.</p><p></p><p> That doesn't bother me either. I kind of like creative solutions, and if you use lots of cheap tools to get what you need, that's fine. You'll need that ingenuity to take on the big guns.</p><p></p><p>And buy and large, that works, but it's dependent on the game to ensure that the items aren't trivially abusable in this fashion. E.g. old-style potions of clarity of low level used at high level. By and large most items don't have this problem.</p><p></p><p>Nobodies stopping you from doing that: I'm saying the game should <em>force the DM</em> to do this <em>all the time</em>. Most items I'm A-OK with millions of copies being made. It's irrelevant. Unless they're fighting an army, in which case perhaps it's a smart move (or a waste of their talents...).</p><p></p><p>The problem with the rarity system is that it's terrible <em>in practice</em>. The idea's fine, and as Balesir points out, it's pretty much indistinguishable from minor artifacts. But you shouldn't be making 99% of all items into arbitrary DM fiat.</p><p></p><p>I also quite like random treasure - see my sig for a means of balancing its use in the game. Balanced random treasure in 4e is incidentally dependant on the absence of the rarity system as currently executed.</p><p></p><p>My preferred houserule: All uncommon items are actually common, barring specific DM exceptions.</p></blockquote><p></p>
[QUOTE="eamon, post: 5581662, member: 51942"] You're right, that was excessive. But still - that's freedom [I]for the DM at the cost of freedom for the players[/I]. The DM controls what's available in detail, and since the [I]vast majority[/I] of items are uncommon, that means the DM has day-to-day control over items. I've got no problem with that. As said, I don't think the rarity system is [I]necessarily[/I] flawed, but it is flawed as executed in 4e. If the uncommon items were common, and rare items reserved for unique discoveries, that'd be fine by me. That doesn't bother me either. I kind of like creative solutions, and if you use lots of cheap tools to get what you need, that's fine. You'll need that ingenuity to take on the big guns. And buy and large, that works, but it's dependent on the game to ensure that the items aren't trivially abusable in this fashion. E.g. old-style potions of clarity of low level used at high level. By and large most items don't have this problem. Nobodies stopping you from doing that: I'm saying the game should [I]force the DM[/I] to do this [I]all the time[/I]. Most items I'm A-OK with millions of copies being made. It's irrelevant. Unless they're fighting an army, in which case perhaps it's a smart move (or a waste of their talents...). The problem with the rarity system is that it's terrible [I]in practice[/I]. The idea's fine, and as Balesir points out, it's pretty much indistinguishable from minor artifacts. But you shouldn't be making 99% of all items into arbitrary DM fiat. I also quite like random treasure - see my sig for a means of balancing its use in the game. Balanced random treasure in 4e is incidentally dependant on the absence of the rarity system as currently executed. My preferred houserule: All uncommon items are actually common, barring specific DM exceptions. [/QUOTE]
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