wrightdjohn
Explorer
While I love 4e and plan on playing it regularly, I personally feel the DM philosophy on many fronts has been downhill. I guess I much prefer that than the opposite.. good DM philosophy and bad game.
James Wyatt makes the point that the ability of player characters to get their hands on any magic item they want is essential to the game. Well if I really felt that way then my D&D career would be over. I've been running very popular campaigns most of my life (I'm 40) and I think allowing players to create any magic item in the game is insanity.
Now if you read the 1st edition DMG, and dragon articles of the time, controlling magic items was one of the most important jobs any DM had. A slip up in that area would ruin many a campaign. Now in 4th its... be ready DM.. any item in the book could be coming your way after the group cashes in after their next adventure.
I couldn't disagree with this whole philosophy more. Why the game rules don't just leave that up to the DM with perhaps some examples and some guidance on how to do it either way. I'm not wanting to tell other players and other campaigns how to operate. I do though think that there are a heck of a lot of DMs out there who feel the way I do. I know some don't but many do. In fact I wouldn't be surprised if it was a majority but its a large group either way. My personal, and anecdotal experience, is 100% of the DMs I know would not want this approach.
The cries against magic mart was not the flavor.. it was the free exchanging of gold for any magic item. James Wyatt seems to have misunderstood this disagreement as an all flavor disagreement.
So whats kind of houserule fix would work for this?
1. Every magic item type has its own recipe. If you do not know the recipe you can not create that item.
2. Recipes are hoarded and kept secret and are incredibly difficult and expensive to research. Any item the DM does not want can just never be "discovered"
take care...
James Wyatt makes the point that the ability of player characters to get their hands on any magic item they want is essential to the game. Well if I really felt that way then my D&D career would be over. I've been running very popular campaigns most of my life (I'm 40) and I think allowing players to create any magic item in the game is insanity.
Now if you read the 1st edition DMG, and dragon articles of the time, controlling magic items was one of the most important jobs any DM had. A slip up in that area would ruin many a campaign. Now in 4th its... be ready DM.. any item in the book could be coming your way after the group cashes in after their next adventure.
I couldn't disagree with this whole philosophy more. Why the game rules don't just leave that up to the DM with perhaps some examples and some guidance on how to do it either way. I'm not wanting to tell other players and other campaigns how to operate. I do though think that there are a heck of a lot of DMs out there who feel the way I do. I know some don't but many do. In fact I wouldn't be surprised if it was a majority but its a large group either way. My personal, and anecdotal experience, is 100% of the DMs I know would not want this approach.
The cries against magic mart was not the flavor.. it was the free exchanging of gold for any magic item. James Wyatt seems to have misunderstood this disagreement as an all flavor disagreement.
So whats kind of houserule fix would work for this?
1. Every magic item type has its own recipe. If you do not know the recipe you can not create that item.
2. Recipes are hoarded and kept secret and are incredibly difficult and expensive to research. Any item the DM does not want can just never be "discovered"
take care...