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Standard DM behavior?
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<blockquote data-quote="Cadfan" data-source="post: 4953011" data-attributes="member: 40961"><p>The big problems with the "just quest for it like we did back in the day you babies" attitude are:</p><p> </p><p>1. D&D assumes you have a lot of magic items. If you have to quest for all of them, either the quests will be short and dumb, or you'll spend a lot of time at it. Remember, you'll advance in level as you quest for items, creating a need for newer, more powerful items. As long as the game assumes this, you'll need to obtain items without specifically questing for them.</p><p> </p><p>2. It requires you to use a plot based solution to what is fundamentally a mechanical or DM-based problem. This constrains your possible plots.</p><p> </p><p>3. If your DM doesn't give magic items, doesn't allow you to buy them, and doesn't allow you to enchant them, what makes you think he'll let you quest for them? Isn't it fair to infer at this point that he doesn't let you do these things because <em>he doesn't want you to have magic items except when he explicitly chooses?</em> Won't coming up with a new way to get them just result in him figuring out a new way to thwart you?</p><p> </p><p>In my own game, I allow unlimited purchases of magic items. My players have agreed to a non aggression pact with me in terms of optimization, so I can do this without risk. Personally, I wish D&D was a little less magic item dependant. But its not, and people (including my players) like acquiring magic items so it probably never will be as magic item independent as I'd like. So I get along.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4953011, member: 40961"] The big problems with the "just quest for it like we did back in the day you babies" attitude are: 1. D&D assumes you have a lot of magic items. If you have to quest for all of them, either the quests will be short and dumb, or you'll spend a lot of time at it. Remember, you'll advance in level as you quest for items, creating a need for newer, more powerful items. As long as the game assumes this, you'll need to obtain items without specifically questing for them. 2. It requires you to use a plot based solution to what is fundamentally a mechanical or DM-based problem. This constrains your possible plots. 3. If your DM doesn't give magic items, doesn't allow you to buy them, and doesn't allow you to enchant them, what makes you think he'll let you quest for them? Isn't it fair to infer at this point that he doesn't let you do these things because [I]he doesn't want you to have magic items except when he explicitly chooses?[/I] Won't coming up with a new way to get them just result in him figuring out a new way to thwart you? In my own game, I allow unlimited purchases of magic items. My players have agreed to a non aggression pact with me in terms of optimization, so I can do this without risk. Personally, I wish D&D was a little less magic item dependant. But its not, and people (including my players) like acquiring magic items so it probably never will be as magic item independent as I'd like. So I get along. [/QUOTE]
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