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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: 7332678" data-attributes="member: 17607"><p>It's worth noting that part of the reason this is so is that player choice is largely taken out of the equation -- the only factors under the player's control when it comes to getting a magic item is 'is the item I want in the adventure we're about to play' and 'am I likely to get the item once the adventure is over'. And even the latter point isn't completely under the player's control.</p><p></p><p>Part of the problem in adding player choice comes from the old saw, "When people are free to do what they want, they usually copy each other."</p><p></p><p></p><p></p><p>And this is why -- people get a pre-determined idea of what items are 'useful' or 'not useful' based on what other people say and want, not what happens in the game.</p><p></p><p>Once you begin with the premise that some items are 'good' and others 'not good', then you end up with a limited palette of chosen items, generally the ones people agree are 'good'. What you don't get is someone who picked up a Wind Fan back in adventure 3 and suddenly in adventure 14 realize they can use it to prevent 100 points of damage to the party, saving the adventure and giving everyone a story they can tell at other tables for years.</p><p></p><p>But I'm getting off-topic here -- it pretty much seems that everybody wants an OP campaign where you could film five different tables, and each table does exactly the same things, casts exactly the same spells, and takes exactly the same treasures at the end as each other table.</p><p></p><p>I find that dull, but it doesn't seem like anybody cares what I think anymore.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7332678, member: 17607"] It's worth noting that part of the reason this is so is that player choice is largely taken out of the equation -- the only factors under the player's control when it comes to getting a magic item is 'is the item I want in the adventure we're about to play' and 'am I likely to get the item once the adventure is over'. And even the latter point isn't completely under the player's control. Part of the problem in adding player choice comes from the old saw, "When people are free to do what they want, they usually copy each other." And this is why -- people get a pre-determined idea of what items are 'useful' or 'not useful' based on what other people say and want, not what happens in the game. Once you begin with the premise that some items are 'good' and others 'not good', then you end up with a limited palette of chosen items, generally the ones people agree are 'good'. What you don't get is someone who picked up a Wind Fan back in adventure 3 and suddenly in adventure 14 realize they can use it to prevent 100 points of damage to the party, saving the adventure and giving everyone a story they can tell at other tables for years. But I'm getting off-topic here -- it pretty much seems that everybody wants an OP campaign where you could film five different tables, and each table does exactly the same things, casts exactly the same spells, and takes exactly the same treasures at the end as each other table. I find that dull, but it doesn't seem like anybody cares what I think anymore. -- Pauper [/QUOTE]
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Community
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Season 8 will switch to the Organized Play rules presented in XGTE
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