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General Tabletop Discussion
*Dungeons & Dragons
The Decrease in Desire for Magic in D&D
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<blockquote data-quote="payn" data-source="post: 8774156" data-attributes="member: 90374"><p>One thing no edition has done well is explain exactly what levels mean, and how magic is supposed to work/feel, etc.. Part of that is folks not reading the DMG (sometimes even the PHB) and just sticking to the way they always did it. For example, in 3E I had too many to count GMs that thought magic items were strictly rewards they decided if the PCs got or not. According to the rules, you need those magic items to keep up with the math and so running around with masterwork gear at level 8 isn't going to work even if it did in your '82 days. </p><p></p><p>Imma sound like a broken record here but I really wish the modularity idea had more legs from NEXT. Folks don't seem to like the idea of running zero levels or starting at 3rd etc.. to adjust the game the way they think it ought to play. Some folks want magic items rare and cool, others want them plentiful and routine. Why cant there be a base system with bounded accuracy and another magic item dial up that accounts for the added math and gives tools to both players and GMs to do so? Probably because its more trouble than its worth. 5E is hugely popular so why bother making it work for everyone especially when it would require so much supplement.</p><p></p><p>The other huge issue is the lack of interest in anything not current D&D. Many games provide exactly what folks want, but they are hard to populate with folks to get going. Internets has made it easier than ever, but still folks like to stick to F2F and their friends and so its got limits. So, here we are arguing, yet again, about how we want D&D to work thanks to another edition churn.</p></blockquote><p></p>
[QUOTE="payn, post: 8774156, member: 90374"] One thing no edition has done well is explain exactly what levels mean, and how magic is supposed to work/feel, etc.. Part of that is folks not reading the DMG (sometimes even the PHB) and just sticking to the way they always did it. For example, in 3E I had too many to count GMs that thought magic items were strictly rewards they decided if the PCs got or not. According to the rules, you need those magic items to keep up with the math and so running around with masterwork gear at level 8 isn't going to work even if it did in your '82 days. Imma sound like a broken record here but I really wish the modularity idea had more legs from NEXT. Folks don't seem to like the idea of running zero levels or starting at 3rd etc.. to adjust the game the way they think it ought to play. Some folks want magic items rare and cool, others want them plentiful and routine. Why cant there be a base system with bounded accuracy and another magic item dial up that accounts for the added math and gives tools to both players and GMs to do so? Probably because its more trouble than its worth. 5E is hugely popular so why bother making it work for everyone especially when it would require so much supplement. The other huge issue is the lack of interest in anything not current D&D. Many games provide exactly what folks want, but they are hard to populate with folks to get going. Internets has made it easier than ever, but still folks like to stick to F2F and their friends and so its got limits. So, here we are arguing, yet again, about how we want D&D to work thanks to another edition churn. [/QUOTE]
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