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General Tabletop Discussion
*Dungeons & Dragons
The limiting drawback of character customization
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<blockquote data-quote="Sacrosanct" data-source="post: 7846197" data-attributes="member: 15700"><p>We tend to agree that more customization is a good thing. More choices. Well, I’ve noticed one area where it’s actually more limiting: treasure. Which is no small part of the game </p><p></p><p>Back in the day, if you were a fighter, it didn’t matter what magic item you found. Axe? Mace? Pole arm? You used it without a second thought because you were equally skilled in all weapons and armor</p><p></p><p>since 3e however, I’ve seen a lot of players over the years complain that the magic item they found didn’t fit what they specialized in (started in 1e with UA, but really started seeing it in 3e as a frequent complaint vs a rare one). It seems a strong correlation that the more specialized you could become, the more this became an issue. The common answer seems to be “as the DM, just change the magic item type to what the PC wants”. I get it, but that never sat right with me. It counters the living world concept. I.e., the world and everything in it doesn’t cater or change to player desires, but acts independently.</p><p></p><p>so do you as a DM change items to be what the player wants, or do you keep them as is and the players decide what to do with them, sell them, use them, etc? As mentioned, I keep them as is. I find it also as a way to balance against specializations. After all, the point of a specialization is to better at a few things, but take the drawbacks of not being as good all around. If you cater to the specialized player, essentially removing the drawbacks, that leads to feeling like the PC is OP, or too good compared to the players who chose not to specialize. IMO anyway.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7846197, member: 15700"] We tend to agree that more customization is a good thing. More choices. Well, I’ve noticed one area where it’s actually more limiting: treasure. Which is no small part of the game Back in the day, if you were a fighter, it didn’t matter what magic item you found. Axe? Mace? Pole arm? You used it without a second thought because you were equally skilled in all weapons and armor since 3e however, I’ve seen a lot of players over the years complain that the magic item they found didn’t fit what they specialized in (started in 1e with UA, but really started seeing it in 3e as a frequent complaint vs a rare one). It seems a strong correlation that the more specialized you could become, the more this became an issue. The common answer seems to be “as the DM, just change the magic item type to what the PC wants”. I get it, but that never sat right with me. It counters the living world concept. I.e., the world and everything in it doesn’t cater or change to player desires, but acts independently. so do you as a DM change items to be what the player wants, or do you keep them as is and the players decide what to do with them, sell them, use them, etc? As mentioned, I keep them as is. I find it also as a way to balance against specializations. After all, the point of a specialization is to better at a few things, but take the drawbacks of not being as good all around. If you cater to the specialized player, essentially removing the drawbacks, that leads to feeling like the PC is OP, or too good compared to the players who chose not to specialize. IMO anyway. [/QUOTE]
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