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My nearly comprehensive critique of the August Packet
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<blockquote data-quote="Li Shenron" data-source="post: 6168029" data-attributes="member: 1465"><p>Heh... if deviating works, not deviating probably also works <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Anyway, by "it works" I just meant that mechanically I've never noticed any problem with using 3e guidelines for wealth by levels, but the problem for me was that it forces a specific fantasy genre, with relation to magic items commonality. Once I became tired of that genre, and wanted to run adventures in a more magic-item-scarce setting, deviating downward wasn't that easy for me, I couldn't just use lower level monsters and be confident on the resulting balance because there were things that scaled with level and things that scaled with equipment (but were in-built with monsters of that level). So for us it actually worked well, as long as I did follow those guidelines, but this restricted the fantasy genre somewhat. The best idea I could come up with, was to start "merging" the abilities of multiple magic items together (even tho technically by that system the value of such item would be more that the sum of its part) in order to at least reduce the overall number of items, without changing to total sets of benefits.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6168029, member: 1465"] Heh... if deviating works, not deviating probably also works :) Anyway, by "it works" I just meant that mechanically I've never noticed any problem with using 3e guidelines for wealth by levels, but the problem for me was that it forces a specific fantasy genre, with relation to magic items commonality. Once I became tired of that genre, and wanted to run adventures in a more magic-item-scarce setting, deviating downward wasn't that easy for me, I couldn't just use lower level monsters and be confident on the resulting balance because there were things that scaled with level and things that scaled with equipment (but were in-built with monsters of that level). So for us it actually worked well, as long as I did follow those guidelines, but this restricted the fantasy genre somewhat. The best idea I could come up with, was to start "merging" the abilities of multiple magic items together (even tho technically by that system the value of such item would be more that the sum of its part) in order to at least reduce the overall number of items, without changing to total sets of benefits. [/QUOTE]
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My nearly comprehensive critique of the August Packet
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