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<blockquote data-quote="GlassJaw" data-source="post: 3727728" data-attributes="member: 22103"><p>Without quoting a specific post above, I'll start by saying this:</p><p></p><p>There's no question D&D is about killing stuff and taking their loot.</p><p></p><p>Now that's out of the way, I'll go one step further and say that D&D is not (or shouldn't be) about spending game time for accounting. It's not fun. </p><p></p><p>I cringe when I look at a module and see all the mooks with masterwork gear and +1 items. I know if I run the module as-is, there's going to be a session in the near future that will be spent entirely on flipping through badly kept lists of gear the players found over the past few sessions, figuring out the values of everything, converting it to gold, figuring out each person's share, and then ultimately buying what they really want.</p><p></p><p>What is the core purpose of loot for the players? To get cool stuff and become more powerful. To me, all the work in the middle is wasted game time and it's not fun.</p><p></p><p>I would welcome a system that makes it easier for players to upgrade their magical gear even if the fluff is a bit wonky. For example, what if each character could bind to a single item. As they find other magical gear, they can choose to drain its magical power and transfer it to their bound item. A bit cheesy? Maybe. More fun, saves time, and removes the middle man? Absolutely. If it makes the game more fun, I can suspend my disbelief.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 3727728, member: 22103"] Without quoting a specific post above, I'll start by saying this: There's no question D&D is about killing stuff and taking their loot. Now that's out of the way, I'll go one step further and say that D&D is not (or shouldn't be) about spending game time for accounting. It's not fun. I cringe when I look at a module and see all the mooks with masterwork gear and +1 items. I know if I run the module as-is, there's going to be a session in the near future that will be spent entirely on flipping through badly kept lists of gear the players found over the past few sessions, figuring out the values of everything, converting it to gold, figuring out each person's share, and then ultimately buying what they really want. What is the core purpose of loot for the players? To get cool stuff and become more powerful. To me, all the work in the middle is wasted game time and it's not fun. I would welcome a system that makes it easier for players to upgrade their magical gear even if the fluff is a bit wonky. For example, what if each character could bind to a single item. As they find other magical gear, they can choose to drain its magical power and transfer it to their bound item. A bit cheesy? Maybe. More fun, saves time, and removes the middle man? Absolutely. If it makes the game more fun, I can suspend my disbelief. [/QUOTE]
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