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<blockquote data-quote="D'karr" data-source="post: 4711562" data-attributes="member: 336"><p>One of the most consistent things I saw in any 1e game was a list of hit probabilities written across the bottom of every character sheet. I remember running it only <strong>one</strong> time with the DM keeping track of every little detail. It was too time consuming, and served no real beneficial purpose. The same happened with saves.</p><p></p><p>Just because information is contained in a DM resource does not mean that crafty DMs will usually eliminate superfluous work from themselves and give it to the players. Specially if the work specifically relates to the player's character.</p><p></p><p>The DMG and MM are, in 4e, not solely a DM resource but the players really get no benefit from them. There is no player information on the DMG, unless the Disease Track can be considered such, and I don't think it fits that definition. The MM contains nothing the players need. Most summoning does not summon an MM creature in the conventional sense. Even mounts have been placed as equipment and are mostly defined in a player resource "Adventurer's Vault."</p><p></p><p>I think the move in this direction is simply a matter of convenience, and it makes great sense. </p><p></p><p>What do you lose? Nothing that can't be injected back in. If you want to make common magic items more "magical" the DM can easily add things to them that are more "whimsical." Or he can easily house rule that identifying a magic item requires a ritual.</p><p></p><p>There really was nothing "magical" about not knowing what capabilities a +1 sword or a broom of flying had. Eventually you were going to find out what these things did. So having that be a mystery should be campaign dependent. If the DM wants to make it more difficult to identify he easily can.</p><p></p><p>You will notice that Artifacts are still relegated to the DMG, because those are the items that really are under the purview of the DM. Everything else can be pretty much commonplace.</p></blockquote><p></p>
[QUOTE="D'karr, post: 4711562, member: 336"] One of the most consistent things I saw in any 1e game was a list of hit probabilities written across the bottom of every character sheet. I remember running it only [B]one[/B] time with the DM keeping track of every little detail. It was too time consuming, and served no real beneficial purpose. The same happened with saves. Just because information is contained in a DM resource does not mean that crafty DMs will usually eliminate superfluous work from themselves and give it to the players. Specially if the work specifically relates to the player's character. The DMG and MM are, in 4e, not solely a DM resource but the players really get no benefit from them. There is no player information on the DMG, unless the Disease Track can be considered such, and I don't think it fits that definition. The MM contains nothing the players need. Most summoning does not summon an MM creature in the conventional sense. Even mounts have been placed as equipment and are mostly defined in a player resource "Adventurer's Vault." I think the move in this direction is simply a matter of convenience, and it makes great sense. What do you lose? Nothing that can't be injected back in. If you want to make common magic items more "magical" the DM can easily add things to them that are more "whimsical." Or he can easily house rule that identifying a magic item requires a ritual. There really was nothing "magical" about not knowing what capabilities a +1 sword or a broom of flying had. Eventually you were going to find out what these things did. So having that be a mystery should be campaign dependent. If the DM wants to make it more difficult to identify he easily can. You will notice that Artifacts are still relegated to the DMG, because those are the items that really are under the purview of the DM. Everything else can be pretty much commonplace. [/QUOTE]
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