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<blockquote data-quote="JamesonCourage" data-source="post: 5700757" data-attributes="member: 6668292"><p>I definitely support this, as long as it's qualified and given context. Something along the lines of letting DMs know to do this in more narrative games. The advice you quoted would directly violate the gaming ethos of my group, and I don't think I'm alone.</p><p></p><p>In a narrative game, it makes since to only give longbows when you have an archer (everything Conan found helped Conan in some way, more or less). However, my group gets drawn out of the game when a demon lord melee warrior they're fighting has a magical longbow but not a magical sword. I mean, he has the resources to acquire magical equipment, so why does he carry a magical longbow on him, but not a magical sword?</p><p></p><p>I don't think the answer is to make him wield a magical longbow, either. Yes, it won't draw us as much out of the game at first, but when all of the enemies end up using the same weapons you use, it gets pretty obvious after a while. "Good thing nearly all well-equipped villains use magical kukris" becomes a little suspicious after a while.</p><p></p><p>My preference has always been acquiring magical items through luck (getting good magical equipment based on what makes sense for the setting), or questing for it. You have a magical kukri, but want a better one? Go and find someone who can make it, can trade for it, can sell it, who you can steal it from, or someone/somewhere you can take it from.</p><p></p><p>My group prefers to see what story unfolds, and giving convenient magical equipment to them is seen as too heavy-handed. It's akin (to us) to the GM being too heavy-handed in the pushing the story a particular direction. It's good if that's what your group likes (which is why I'm for the advice you commented on being included!), but it's not for everyone. I'd rather see a DMG with "if, thens" when it comes to advice, built off of comprehension gaming style bases. "If you want a highly narrative, story-driven game where you have player buy-in on your story, it's great to make sure they don't wind up with magical equipment they'll never use most of the time."</p><p></p><p>Obviously, it'd more more fleshed out than that, but it gets the point across. In a more sandbox game, convenient magical items pull my group out of immersion, and that hurts our gaming experience. I'd rather the game at large (DMG included) appeal to a broad range of gaming styles, and include good advice on how to approach those different styles. Highlight the ups and downs, mention mixing styles, etc.</p><p></p><p>But, that's my thoughts on it. I definitely think that advice should be included in the book. As always, play what you like <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=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5700757, member: 6668292"] I definitely support this, as long as it's qualified and given context. Something along the lines of letting DMs know to do this in more narrative games. The advice you quoted would directly violate the gaming ethos of my group, and I don't think I'm alone. In a narrative game, it makes since to only give longbows when you have an archer (everything Conan found helped Conan in some way, more or less). However, my group gets drawn out of the game when a demon lord melee warrior they're fighting has a magical longbow but not a magical sword. I mean, he has the resources to acquire magical equipment, so why does he carry a magical longbow on him, but not a magical sword? I don't think the answer is to make him wield a magical longbow, either. Yes, it won't draw us as much out of the game at first, but when all of the enemies end up using the same weapons you use, it gets pretty obvious after a while. "Good thing nearly all well-equipped villains use magical kukris" becomes a little suspicious after a while. My preference has always been acquiring magical items through luck (getting good magical equipment based on what makes sense for the setting), or questing for it. You have a magical kukri, but want a better one? Go and find someone who can make it, can trade for it, can sell it, who you can steal it from, or someone/somewhere you can take it from. My group prefers to see what story unfolds, and giving convenient magical equipment to them is seen as too heavy-handed. It's akin (to us) to the GM being too heavy-handed in the pushing the story a particular direction. It's good if that's what your group likes (which is why I'm for the advice you commented on being included!), but it's not for everyone. I'd rather see a DMG with "if, thens" when it comes to advice, built off of comprehension gaming style bases. "If you want a highly narrative, story-driven game where you have player buy-in on your story, it's great to make sure they don't wind up with magical equipment they'll never use most of the time." Obviously, it'd more more fleshed out than that, but it gets the point across. In a more sandbox game, convenient magical items pull my group out of immersion, and that hurts our gaming experience. I'd rather the game at large (DMG included) appeal to a broad range of gaming styles, and include good advice on how to approach those different styles. Highlight the ups and downs, mention mixing styles, etc. But, that's my thoughts on it. I definitely think that advice should be included in the book. As always, play what you like :) [/QUOTE]
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