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<blockquote data-quote="Gadget" data-source="post: 6563544" data-attributes="member: 23716"><p>One of the things that is really refreshing things about 5e is that it the shift in focus to rulings not rules. It requires a bit more DM adjudication than more recent editions and is a bit more abstract in places, but IMO more rewarding and fun once the adjustment is made. </p><p></p><p></p><p></p><p>I think you are wise to wait a little before just willy-nilly changing things off the cuff. To make good house rules, one has to get a good feel for how it affects the system and group as a whole and any indirect consequences. Having said that, as part of the rulings not rules philosophy, the DM has been given the tools of using advantage/disadvantage in these situations. The DM can rule that an opponent has advantage against you, or you have disadvantage on a dex saving throw. This allows the rules to avoid a lot of "fiddly bits". </p><p></p><p></p><p></p><p>5e is designed so that magic items are not necessary, or almost entirely optional. I'm not sure if that is completely the case, but does free one to have interesting and flavorful magic items, rather than necessary upgrades to character power. This is completely up to the DM and group though, and it is easy to 'break' the game with a Monty Haul type DM; yet that can be a fun play style for some groups, so it is up to you. They are just not mandatory. </p><p></p><p></p><p></p><p>You and I disagree about this. Especially using gold as a character optimization resource to 'get a head' of the curve (which is what 3e's 'magic item shops' basically became). I get that it can be fun, and especially the coolness of crafting your own items, but such things should be an optional add on systems in the hands of the DM and group to use according to their play style and tastes, not the default standard. Personally, I think magic items are a great thing about D&D and a cool addition to the game, but they are a spice to be added to taste, and I don't generally care for a cranking them out like iphones & tablets type of world, which can be inferred from some previous editions. </p><p></p><p></p><p></p><p>Neither am I, and I hope I don't come across that way.</p><p></p><p></p><p></p><p>Well, that is kind of a loaded question, WOTC is a for profit company and do want to make money on the D&D brand, there's no shame in that, yet I don't think these options are as mutually exclusive as your question seems to imply. I mean having a year (or more) open beta with a huge amount of user feedback does not lead to shadowing corporate profiteers torpedoing good game mechanics to sucker in unsuspecting rubes into buying inferior product. But there is no doubt compromises where made in the design to give the game a general appeal; it is probably the same for most design projects. As for concentration, look up the debate on Linear Fighter, Quadratic Wizard (LFQW) some time for a fun read. </p><p></p><p></p><p></p><p>I believe it is just a one time purchase, so have fun. I also believe there is a rule for handling the item for a short rest and getting similar information.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6563544, member: 23716"] One of the things that is really refreshing things about 5e is that it the shift in focus to rulings not rules. It requires a bit more DM adjudication than more recent editions and is a bit more abstract in places, but IMO more rewarding and fun once the adjustment is made. I think you are wise to wait a little before just willy-nilly changing things off the cuff. To make good house rules, one has to get a good feel for how it affects the system and group as a whole and any indirect consequences. Having said that, as part of the rulings not rules philosophy, the DM has been given the tools of using advantage/disadvantage in these situations. The DM can rule that an opponent has advantage against you, or you have disadvantage on a dex saving throw. This allows the rules to avoid a lot of "fiddly bits". 5e is designed so that magic items are not necessary, or almost entirely optional. I'm not sure if that is completely the case, but does free one to have interesting and flavorful magic items, rather than necessary upgrades to character power. This is completely up to the DM and group though, and it is easy to 'break' the game with a Monty Haul type DM; yet that can be a fun play style for some groups, so it is up to you. They are just not mandatory. You and I disagree about this. Especially using gold as a character optimization resource to 'get a head' of the curve (which is what 3e's 'magic item shops' basically became). I get that it can be fun, and especially the coolness of crafting your own items, but such things should be an optional add on systems in the hands of the DM and group to use according to their play style and tastes, not the default standard. Personally, I think magic items are a great thing about D&D and a cool addition to the game, but they are a spice to be added to taste, and I don't generally care for a cranking them out like iphones & tablets type of world, which can be inferred from some previous editions. Neither am I, and I hope I don't come across that way. Well, that is kind of a loaded question, WOTC is a for profit company and do want to make money on the D&D brand, there's no shame in that, yet I don't think these options are as mutually exclusive as your question seems to imply. I mean having a year (or more) open beta with a huge amount of user feedback does not lead to shadowing corporate profiteers torpedoing good game mechanics to sucker in unsuspecting rubes into buying inferior product. But there is no doubt compromises where made in the design to give the game a general appeal; it is probably the same for most design projects. As for concentration, look up the debate on Linear Fighter, Quadratic Wizard (LFQW) some time for a fun read. I believe it is just a one time purchase, so have fun. I also believe there is a rule for handling the item for a short rest and getting similar information. [/QUOTE]
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