WyzardWhately
First Post
Incidentally, magic items are also a part of treasure hordes. So, if you can't purchase them, it's not like you'll never see them. You'll just have to go out and get them the old-fashioned way.
TwinBahamut said:Actually, I disagree with this premise. I would claim that "take their stuff" is, at most, the motivation of a fraction of PC's, and that many consider wealth and the like to be a fun perk, rather than primary motivation. Also, for the characters who are motivated by wealth, it seems odd to me that people would constantly risk life and limb to get money, and yet never spend that money on anything enjoyable (like having a roof to sleep under), because they are too busy saving every last coin to get the next magic item. It seems illogical to me.
Also, the "adventure-for-powerups" concept is already handled well enough by experience gain. I also fail to see how it domintes the tabletop RPG and the videogame RPG markets...
SpiderMonkey said:I dunno. What do you guys think?
WyzardWhately said:You should maybe have a chat with your player, and tell him to just send you an email between games rather than eat up session time with it.
I think that you're overstating the case if you say it 'crams a certain playstile down everyone's throats.' It is much, much easier for an individual DM to create different motivations (saving the world, anyone?) for PCs than for an individual DM to extricate the "GP==Magic Items==Character's ability to stand up to encounters of a given CR" problem of 3E. Making gold less important doesn't cram anything down anyone's throat - it opens up options other than buying the next "+."
WyzardWhately said:Incidentally, magic items are also a part of treasure hordes. So, if you can't purchase them, it's not like you'll never see them. You'll just have to go out and get them the old-fashioned way.
I agree in principle, but not in characterization.ehren37 said:Its like removing any decent feats from the game because the guys who like the crappy +2/+2 type feats dont want to be underpowered for their choices.
Nifft said:I agree in principle, but not in characterization.
IMHO there is a difference between feats and magic items: there are lots of good feats and only a few that are too good. You can pick several "good" feats and still have some "feat budget" left over. (There are builds which require all of your feats, but they're not required to be competitive.)
With magic items, the ones that are too good eat up almost all of your budget. If you have gold left over, you should save it, to later upgrade one of your major items.
So with feats, IMHO the answer is to get rid of the stinky ones, reduce the power of the too-strong few, and call it a day.
Cheers, -- N
Originally Posted by howandwhy99
It also means power, influence, bribery, titles, land, organizations, armies, navies, sages, universities, cathedrals, kingships, and all that money can do for you as in our world.
So in other words, frills that don't help you when you're an adventurer.
And I agree.Nifft said:Okay, but here's the problem with that -- and it's the problem with wealth in general in 3.5e: it's too important.
PCs who have the optimal items for their level are much better at combat. It's really hard to balance encounters for a mixed group of PCs, some of whom do and some of whom don't spend their money optimally -- just as it would be hard to balance encounters for mixed levels too far apart.
So the general consensus has been that we should work to reduce magic items. Eliminate the Big Six, tone down the expendables, remove the necessity of flying by making sure everyone can climb & swim, etc.