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The Magical Martial
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<blockquote data-quote="nevin" data-source="post: 9341501" data-attributes="member: 7024481"><p>it's all variables from the DM side of the table. With different classes and different abilities the DM has to control the magical item supply and dm specials etc etc. But with current D&D rules if your DM ignores magic items, or just generate random ones instead of planning them for your party then you'll have miserable players. I've seen that go both ways. I've seen martials with special items that marginalized the wizard and the wizard with a bag full of stuff that was all useless to him because his spells were better and easier and he ended up being the party bank, when they needed money they sold his stuff. DM is the one thing that makes or breaks this game and never going to fix that with rules. </p><p>You can't have traditional D&D with a comprehensive set of rules that cover every situation because then it's a different game. D&D's appeal is the DM can do anything and the rules don't say no. Wanna jump to our modern world sure, wanna go to gamma world all right, wanna go to Olympus have fun. And all of those options would require a ton of work by DM to make it possible to be fun for everyone. I really feel like this entire thread is the old we need enough rules to fix the Bad DM's. Problem is that many rules breaks the good DM's or causes them to refuse to play by the rules and then you have a more fractured base and possibly affect sales. What you want isn't likely to happen because most customers are happy with what they have. Why rework the rules for the most popular class? Why would the company reengineer thier best product as far as classes go?</p></blockquote><p></p>
[QUOTE="nevin, post: 9341501, member: 7024481"] it's all variables from the DM side of the table. With different classes and different abilities the DM has to control the magical item supply and dm specials etc etc. But with current D&D rules if your DM ignores magic items, or just generate random ones instead of planning them for your party then you'll have miserable players. I've seen that go both ways. I've seen martials with special items that marginalized the wizard and the wizard with a bag full of stuff that was all useless to him because his spells were better and easier and he ended up being the party bank, when they needed money they sold his stuff. DM is the one thing that makes or breaks this game and never going to fix that with rules. You can't have traditional D&D with a comprehensive set of rules that cover every situation because then it's a different game. D&D's appeal is the DM can do anything and the rules don't say no. Wanna jump to our modern world sure, wanna go to gamma world all right, wanna go to Olympus have fun. And all of those options would require a ton of work by DM to make it possible to be fun for everyone. I really feel like this entire thread is the old we need enough rules to fix the Bad DM's. Problem is that many rules breaks the good DM's or causes them to refuse to play by the rules and then you have a more fractured base and possibly affect sales. What you want isn't likely to happen because most customers are happy with what they have. Why rework the rules for the most popular class? Why would the company reengineer thier best product as far as classes go? [/QUOTE]
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