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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1425139" data-attributes="member: 6398"><p>Those exact defenses aren't required, however. Indeed, bullrings of domination or some such is just an Item Creation Feat away from being "reality" (so to speak), and with the standard NPC demographics, finding someone to pen up a CR8 critter (note: not kill it, just pen it) isn't that difficult.</p><p> </p><p>Hmmm... Got a point there. At the same time, it doesn't have to be domesticated, just penned to a specific area.</p><p> </p><p>So which is better? I'd wager that most LM/GnG folks prefer the older method, and for several reasons.</p><p> </p><p>1. More Flavorful. Creation of a magic item allowed for non-mechanical quantifiers that involved story/setting elements rather than GP/EXP expenditures.</p><p> </p><p>2. Balance Factor. The GM was free to determine what an item's effect would be on the campaign and determine if obtaining the required components was difficult, easy, or even impossible, based on the needs of the setting and to keep spellcasters in check with everyone else.</p><p> </p><p>3. Plot Hooks. Rather than just paying out cash as <em>assuming</em> access to a library and laboratory, these items needed to be acquired through game play. Finding components often involved searching/questing for it. Books of lore that introduced the methodologies of creating spells and items were easily a part of a treasure hoard. Laboratories and libraries required a location (tower, guild hall, celler, etc.) in which to be placed.</p><p> </p><p>So, if anything, the streamlining of magic item creation in 3E is another example of the less flavorful environment produced by the High Magic rules as written. I have no problem with being able to make items earlier; I have a problem with the lack of control that comes from the "assumptions" (assumed Wizard research between levels that permits the picking of "any" two spells, assumed access to library/laboratory, Sorcerers that don't need either of these to gain their powers, assumed access to rare and unusual ingrediants, etc.). It's why changes are necessary to produce a different gaming environment, especially one that's LM, since just saying the world is Low Magic while leaving all the rules unchanged is simply asking for over-powered PCs to wreak havoc unchecked because the rules let them.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1425139, member: 6398"] Those exact defenses aren't required, however. Indeed, bullrings of domination or some such is just an Item Creation Feat away from being "reality" (so to speak), and with the standard NPC demographics, finding someone to pen up a CR8 critter (note: not kill it, just pen it) isn't that difficult. Hmmm... Got a point there. At the same time, it doesn't have to be domesticated, just penned to a specific area. So which is better? I'd wager that most LM/GnG folks prefer the older method, and for several reasons. 1. More Flavorful. Creation of a magic item allowed for non-mechanical quantifiers that involved story/setting elements rather than GP/EXP expenditures. 2. Balance Factor. The GM was free to determine what an item's effect would be on the campaign and determine if obtaining the required components was difficult, easy, or even impossible, based on the needs of the setting and to keep spellcasters in check with everyone else. 3. Plot Hooks. Rather than just paying out cash as [i]assuming[/i] access to a library and laboratory, these items needed to be acquired through game play. Finding components often involved searching/questing for it. Books of lore that introduced the methodologies of creating spells and items were easily a part of a treasure hoard. Laboratories and libraries required a location (tower, guild hall, celler, etc.) in which to be placed. So, if anything, the streamlining of magic item creation in 3E is another example of the less flavorful environment produced by the High Magic rules as written. I have no problem with being able to make items earlier; I have a problem with the lack of control that comes from the "assumptions" (assumed Wizard research between levels that permits the picking of "any" two spells, assumed access to library/laboratory, Sorcerers that don't need either of these to gain their powers, assumed access to rare and unusual ingrediants, etc.). It's why changes are necessary to produce a different gaming environment, especially one that's LM, since just saying the world is Low Magic while leaving all the rules unchanged is simply asking for over-powered PCs to wreak havoc unchecked because the rules let them. [/QUOTE]
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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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