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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5582595" data-attributes="member: 82106"><p>Then you haven't actually read what I wrote...</p><p></p><p></p><p></p><p>again, read what was written.</p><p></p><p></p><p>Likewise items are an element of the story and setting, and I can just as logically therefore assert that they are logically within the domain of the DM.</p><p></p><p></p><p></p><p>Yes, yes, anything that isn't in conformance with YOUR aesthetic is laxness and laziness. Nonsense.</p><p></p><p></p><p></p><p>Nonsense, the DM has a story to tell, a setting to portray, etc. </p><p></p><p>I notice in all the responses I have had to my own posts that nobody has yet adequately addressed the issues that the original system had in terms of item design.</p><p></p><p>Please explain to me how daily item use constraints, an imposition on the <em>players and the designers</em> isn't a bad idea. Mike Mearls said it quite well when he said "we took that dog out back and shot it", a sentiment that I expect quite well sums up how the designers feel about it. I can only tell you how the players I've played with feel on their side of things, which is they uniformly hated the fact that they could only use a trivial number of daily powers. That was a huge straightjacket on the players and horribly limited the utility of items. I'm sorry, but that's just objectively true, you really can't argue with it. The removal of that one issue is well worth the development of the rarity system. Items have been vastly more useful and entertaining and I've been able to give out a much larger array of interesting and fun items since that change. </p><p></p><p>I think we've reached that point where it doesn't make any sense to continue a debate where everyone has obviously heard, and apparently dismissed, the arguments of the other side, lol. It would be quite interesting to hear from Mike and Co on this point, but as it stands you're not going to convince me at this point, and I'm pretty sure the opposite is true as well. We'll just have to agree to disagree. It will be quite interesting to see what the new book contains. Perhaps there will be something more to discuss at that point. In the meantime I'm sure we will both happily go about playing the game in our own ways <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></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5582595, member: 82106"] Then you haven't actually read what I wrote... again, read what was written. Likewise items are an element of the story and setting, and I can just as logically therefore assert that they are logically within the domain of the DM. Yes, yes, anything that isn't in conformance with YOUR aesthetic is laxness and laziness. Nonsense. Nonsense, the DM has a story to tell, a setting to portray, etc. I notice in all the responses I have had to my own posts that nobody has yet adequately addressed the issues that the original system had in terms of item design. Please explain to me how daily item use constraints, an imposition on the [i]players and the designers[/i] isn't a bad idea. Mike Mearls said it quite well when he said "we took that dog out back and shot it", a sentiment that I expect quite well sums up how the designers feel about it. I can only tell you how the players I've played with feel on their side of things, which is they uniformly hated the fact that they could only use a trivial number of daily powers. That was a huge straightjacket on the players and horribly limited the utility of items. I'm sorry, but that's just objectively true, you really can't argue with it. The removal of that one issue is well worth the development of the rarity system. Items have been vastly more useful and entertaining and I've been able to give out a much larger array of interesting and fun items since that change. I think we've reached that point where it doesn't make any sense to continue a debate where everyone has obviously heard, and apparently dismissed, the arguments of the other side, lol. It would be quite interesting to hear from Mike and Co on this point, but as it stands you're not going to convince me at this point, and I'm pretty sure the opposite is true as well. We'll just have to agree to disagree. It will be quite interesting to see what the new book contains. Perhaps there will be something more to discuss at that point. In the meantime I'm sure we will both happily go about playing the game in our own ways ;) [/QUOTE]
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