Gentlegamer
Adventurer
Some players prefer a robust ruleset that provides all the tools without need for the DM to play game designer.Lord Sessadore said:Who's preventing you from making your own random treasure generator table?

Some players prefer a robust ruleset that provides all the tools without need for the DM to play game designer.Lord Sessadore said:Who's preventing you from making your own random treasure generator table?
jdrakeh said:I guess this is what I don't understand. The main complaint here seems to be less about the actual magic items than it is about actively taking some responsibility as a DM and working with the players to ensure that they're having fun by gicing them things that they want or can use.
I see multiple times on this thread the assertion that giving players useful magic items they want (and that make sense for the campaign) is total bullocks. And I don't understand that at all. Somehow giving players a random grab bag of crap makes the game better?
pr1 said:Because if there's no consequence to player choices, those choices don't mean a whole lot. What does it say about my fighter who specializes in a glaive? It's not a common weapon, and that means sometimes he has to make tough decisions, like whether to use a mundane glaive or a +1 longsword.
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Otherwise, as that demon bore down to finish me and my comrades, I would curse myself, for turning down the magical sword and sticking with the accursed glaive.
Getting exactly what you want < getting something cool that's a surprise.jdrakeh said:I see multiple times on this thread the assertion that giving players useful magic items they want (and that make sense for the campaign) is total bullocks. And I don't understand that at all. Somehow giving players a random grab bag of crap makes the game better?
Spatula said:Getting exactly what you want < getting something cool that's a surprise.
Eric Tolle said:So basically, you're goal is to channel players into using common weapons, instead of ones that might be more interesting to them. The intent apparently, being to make characters equipment as similar as possible, and to discourage non-conformity.
I'm just wondering who this is benefiting here; the player, or you, who gets to mock and punish a player for making the "wrong" weapon choice. After all, there's more than one choice involved here- and the choices that the GM make say as much about inrtent as anythng the player decides upon.
Felon said:So, when a random treasure generator gave you a Pillowcase of Endless Shrimp, that sparked your imagination and inspired a story, but you can't do the same for an item the party could actually use? Help me out here.
Here's my point: who decides that say, glauives are less common than longswords? They certainly wern't less common hiostorically, nor is there some notation saying "this weapon is rare" in the book, so who? That's right, the guy sitting behind the GM's screen. Don't take your responsibility, and try to fob it off on the player.pr1 said:There's nothing wrong with picking an odd weapon. (There's also no inherent value to non-conformity, at all. Non-conformity for non-conformity's sake is immaturity.) But actually roleplaying is taking into account what that means to the character. It means that less of those things lying around in the world means that you're less likely to run into one of high quality that you want. Otherwise, why not pick colors to fight with instead of weapons?
Eric Tolle said:Here's my point: who decides that say, glauives are less common than longswords? They certainly wern't less common hiostorically, nor is there some notation saying "this weapon is rare" in the book, so who? That's right, the guy sitting behind the GM's screen. Don't take your responsibility, and try to fob it off on the player.
I see this sort of reasoning used all to often to justify screwing over a player. If you want to screw over a player, that's one thing; but don't try to deny that it's your decision to do so.