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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8627150" data-attributes="member: 82106"><p>Basically the same spell research rules go all the way back to the original game, though I think they weren't spelled out until maybe Eldritch Wizardry or something? I'm not sure. Anyway, tons of spells were getting added every month in The Dragon/SR, WD, 3PP materials, and just by players in games. I think the thought was that its not a big deal if a wizard gets a new spell, that's just interesting. It still counts against the limits in their books, and they can only memorize so many spells. If the character makes a scroll or just does spell research, they also burn a lot of cash, so it wasn't a common thing, particularly later on in 1e or in 2e where the spell lists were HUGE.</p><p></p><p>Magic Items are, however, a totally different thing, and specifically involve quests. The 2e DMG rules on that are incredibly harsh! Even the 1e rules were quite harsh already, as any permanent item, even a +1 dagger, required Permanency (an 8th level spell acquired at 15th level) as well as Enchant an Item (level 6, acquired at 11th level). Permanency demands sacrificing a point of CON as well! These spells, and thus presumably requirements, continue to exist in 2e as well. On top of that 2e goes into a LOT of details about just how extraordinarily hard it is to make items and the crazy stuff that is needed as ingredients. 99% of items are utterly not worth making in either system and crafting items was very rare in AD&D (my level 14 Wizard made one item once, obviously a non-permanent one). </p><p></p><p>Frankly I found this system to be poorly thought out and designed, it was clearly intended to simply kill off any real attempt to make items while lampshading how they could exist at all. I remember creating a substitute set of rules and spells at some point, though I am not going to try to dig up the notebooks they'd be in. I wasn't alone, many people were disappointed. The message was clear though, players stay in their place as receptacles of the largesse of GMs! lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8627150, member: 82106"] Basically the same spell research rules go all the way back to the original game, though I think they weren't spelled out until maybe Eldritch Wizardry or something? I'm not sure. Anyway, tons of spells were getting added every month in The Dragon/SR, WD, 3PP materials, and just by players in games. I think the thought was that its not a big deal if a wizard gets a new spell, that's just interesting. It still counts against the limits in their books, and they can only memorize so many spells. If the character makes a scroll or just does spell research, they also burn a lot of cash, so it wasn't a common thing, particularly later on in 1e or in 2e where the spell lists were HUGE. Magic Items are, however, a totally different thing, and specifically involve quests. The 2e DMG rules on that are incredibly harsh! Even the 1e rules were quite harsh already, as any permanent item, even a +1 dagger, required Permanency (an 8th level spell acquired at 15th level) as well as Enchant an Item (level 6, acquired at 11th level). Permanency demands sacrificing a point of CON as well! These spells, and thus presumably requirements, continue to exist in 2e as well. On top of that 2e goes into a LOT of details about just how extraordinarily hard it is to make items and the crazy stuff that is needed as ingredients. 99% of items are utterly not worth making in either system and crafting items was very rare in AD&D (my level 14 Wizard made one item once, obviously a non-permanent one). Frankly I found this system to be poorly thought out and designed, it was clearly intended to simply kill off any real attempt to make items while lampshading how they could exist at all. I remember creating a substitute set of rules and spells at some point, though I am not going to try to dig up the notebooks they'd be in. I wasn't alone, many people were disappointed. The message was clear though, players stay in their place as receptacles of the largesse of GMs! lol. [/QUOTE]
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