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<blockquote data-quote="Upper_Krust" data-source="post: 5371769" data-attributes="member: 326"><p>Howdy Mr Satan dude! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p> </p><p></p><p>I disagree. The KISS (keep it simple stupid) principle is one of the fundamentals of good design.</p><p></p><p></p><p></p><p>You might be confusing art with design. </p><p></p><p> </p><p></p><p>What 4E recognised is that boiling a monster down to a handful of core, signature (if you will) powers works better than giving all monsters numerous feats and spell-like abilities; most of which never see use. Not only is this better in practice. To some extent it also causes designers to think more about monster powers.</p><p></p><p> </p><p></p><p>I'm sorry but you can't have your cake and eat it. You can't have infinitely scaling items freely available. Either you need a system similar to 1E/2E where items themselves have a power cap, OR you need some sort of metagaming limitation on the items you can possess (as per 3E).</p><p></p><p></p><p></p><p>Artifacts (as they stand) in 3E are simply magic items. Thus there are no consequences to stealing them/possessing them.</p><p></p><p>However, what I tried to allude in the Bestiary/Ascension was that artifacts were intelligent and wouldn't want to be seen as 'another cheap trinket'. You don't want a situation whereby you are saying "Stormbringer you just stay in the portable hole; Mjolnir is much more useful against these giants".</p><p></p><p>4E handles this well having artifacts disappear if they don't see eye to eye with their (current) 'owners'.</p><p></p><p></p><p></p><p>No offence taken, perhaps its my procrastination and short attention span that values this new approach then. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>However, that said, I don't ever recall a monster I designed for 3E where the focus was on its feats or spell-like abilities/spell-lists. Those things were a borderline irrelevance in 3E, or worse, actually got in the way - slowing the design process yet giving little or nothing back in return.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5371769, member: 326"] Howdy Mr Satan dude! :) I disagree. The KISS (keep it simple stupid) principle is one of the fundamentals of good design. You might be confusing art with design. What 4E recognised is that boiling a monster down to a handful of core, signature (if you will) powers works better than giving all monsters numerous feats and spell-like abilities; most of which never see use. Not only is this better in practice. To some extent it also causes designers to think more about monster powers. I'm sorry but you can't have your cake and eat it. You can't have infinitely scaling items freely available. Either you need a system similar to 1E/2E where items themselves have a power cap, OR you need some sort of metagaming limitation on the items you can possess (as per 3E). Artifacts (as they stand) in 3E are simply magic items. Thus there are no consequences to stealing them/possessing them. However, what I tried to allude in the Bestiary/Ascension was that artifacts were intelligent and wouldn't want to be seen as 'another cheap trinket'. You don't want a situation whereby you are saying "Stormbringer you just stay in the portable hole; Mjolnir is much more useful against these giants". 4E handles this well having artifacts disappear if they don't see eye to eye with their (current) 'owners'. No offence taken, perhaps its my procrastination and short attention span that values this new approach then. :) However, that said, I don't ever recall a monster I designed for 3E where the focus was on its feats or spell-like abilities/spell-lists. Those things were a borderline irrelevance in 3E, or worse, actually got in the way - slowing the design process yet giving little or nothing back in return. [/QUOTE]
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