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*Dungeons & Dragons
Season 8 will switch to the Organized Play rules presented in XGTE
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<blockquote data-quote="Pauper" data-source="post: 7326951" data-attributes="member: 17607"><p>I used to think that. Now, having played in a few milestone-based campaigns (not AL), I find I miss tracking XP -- I miss the satisfaction of seeing a growing total of XP on my logsheet, I miss commiserating with other players when I or they end up *just* short of the next level.</p><p></p><p>It may be that milestones are the future, but I'll miss the old system when it's gone.</p><p></p><p></p><p></p><p>Disagree -- a magic item economy is about the laziest thing they could do other than have no economy at all, plus it would enable even more munchkinism than already exists.</p><p></p><p>If the campaign is going to hand out gold, then it should also provide a need for gold -- actually track expenses, enforce downtime expenses, have rules for armor and weapons wearing out and breaking (and thus needing repair and replacement). This would also motivate players to develop non-combat skills (either to repair/replace their own equipment, or to raise additional gold to afford to pay others to repair it), give characters motivation to seek home-bases (because not everything you need to run a smithy or tannery is easily portable), and generally allow players to invest in not just an individual listing of stats and weapon traits, but in the world of the game.</p><p></p><p>If you're not going to do this, then simply giving up the pretense that gold has value seems to me more honest than trying to invent a non-abusive use for it.</p><p></p><p></p><p></p><p>I think you vastly overestimate the portion of AL's player-base that is looking to optimize, versus those who are drawn to the game via online games like Critical Role -- at the last couple of conventions I've been involved in, Fai Chen has done way better with things like special familiars and 'character fluff' than with magic weapons and armor.</p><p></p><p>However, I'll accept that your statement should be read as "*I* will never pick a quirky item when a more useful item is available."</p><p></p><p></p><p></p><p>No real need, so long as standard armor and weapons are still available via factions.</p><p></p><p></p><p></p><p>Negative on the discount -- this just opens up the list as another optimization tool. Magic items of the same tier should have the same cost, and if some items are less popular, that's just a reflection of the perception of the item, not its underlying utility.</p><p></p><p></p><p></p><p>I think the admins realize this -- I'm not sure the WotC folks do. Mearls in particular has stated many times on Twitter that some specific +1 bonus "wouldn't break the game", without realizing that, once you get enough +1 bonuses together, that's exactly what happens.</p><p></p><p></p><p></p><p>My guess is that it's enforcing the style of game -- you generally don't have a character walk out of an adventure suddenly possessing a greatly improved magical weapon, suit of armor, and other useful item all at once. By enforcing relatively incremental changes, the theory is that the impact of those changes are reduced. (Granted, there are arguments to be had about that theory, and I think it would be more useful to say that the restriction should be one permanent item per level rather than one per adventure.)</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7326951, member: 17607"] I used to think that. Now, having played in a few milestone-based campaigns (not AL), I find I miss tracking XP -- I miss the satisfaction of seeing a growing total of XP on my logsheet, I miss commiserating with other players when I or they end up *just* short of the next level. It may be that milestones are the future, but I'll miss the old system when it's gone. Disagree -- a magic item economy is about the laziest thing they could do other than have no economy at all, plus it would enable even more munchkinism than already exists. If the campaign is going to hand out gold, then it should also provide a need for gold -- actually track expenses, enforce downtime expenses, have rules for armor and weapons wearing out and breaking (and thus needing repair and replacement). This would also motivate players to develop non-combat skills (either to repair/replace their own equipment, or to raise additional gold to afford to pay others to repair it), give characters motivation to seek home-bases (because not everything you need to run a smithy or tannery is easily portable), and generally allow players to invest in not just an individual listing of stats and weapon traits, but in the world of the game. If you're not going to do this, then simply giving up the pretense that gold has value seems to me more honest than trying to invent a non-abusive use for it. I think you vastly overestimate the portion of AL's player-base that is looking to optimize, versus those who are drawn to the game via online games like Critical Role -- at the last couple of conventions I've been involved in, Fai Chen has done way better with things like special familiars and 'character fluff' than with magic weapons and armor. However, I'll accept that your statement should be read as "*I* will never pick a quirky item when a more useful item is available." No real need, so long as standard armor and weapons are still available via factions. Negative on the discount -- this just opens up the list as another optimization tool. Magic items of the same tier should have the same cost, and if some items are less popular, that's just a reflection of the perception of the item, not its underlying utility. I think the admins realize this -- I'm not sure the WotC folks do. Mearls in particular has stated many times on Twitter that some specific +1 bonus "wouldn't break the game", without realizing that, once you get enough +1 bonuses together, that's exactly what happens. My guess is that it's enforcing the style of game -- you generally don't have a character walk out of an adventure suddenly possessing a greatly improved magical weapon, suit of armor, and other useful item all at once. By enforcing relatively incremental changes, the theory is that the impact of those changes are reduced. (Granted, there are arguments to be had about that theory, and I think it would be more useful to say that the restriction should be one permanent item per level rather than one per adventure.) -- Pauper [/QUOTE]
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