DungeonMaester
First Post
I hope we can lay this to rest soon. Actually, I am disappointed no one took me on when I said the magic items need myth was a powergamer myth. Never the less I'll elaborate some.
1) In order to beat the boss we need a 'Cloak of Resistance' to have x saves, a +3 vorpal sword and x other magic items.
I find my self as a Dm making the challenge to be just a bit above par of what the party is capable of. Going in with magic items does a party more harm then good, since the bad guy with have one magic item better..Say like a staff with 5 fireball charages on it.
2) Extreme high magic or extreme low magic campaigns are the way to go.
My campaigns are middle of the road magic, from what I can gather about High/Low magic campaigns. Spell Casters have access to any spell on their core list, and can access one other splat book for other spells. Magic items on the other hand are Rare, as there are legends of artifacts which are super rare. Magic items are scattered about in forgotten battle fields or locked away in temples. Powerful Artifacts are sealed away tightly. Common magic items are wands, potions and scrolls. Magic items do not have 'boast saving throw/stat/skill by x' but other cool effects. Weapons can only be enchanted by 'Bless' or 'Align weapon'
3) Playing a low stat character is zen (or something like that)
If given a choice between powergaming and being able to max out skills HD ect ect, or having rolled or point buy stats players will 99% of the time take the power gaming rather then take a chance and develop the chance stats into a the story. The appeal of IH is everything is Min/maxed for you, so you can go around and hack and slash with out any of that pesky role playing.
I have seen great character backstories come out of low rolls. Its really just denying your self a chance to role play.
---Rusty
1) In order to beat the boss we need a 'Cloak of Resistance' to have x saves, a +3 vorpal sword and x other magic items.
I find my self as a Dm making the challenge to be just a bit above par of what the party is capable of. Going in with magic items does a party more harm then good, since the bad guy with have one magic item better..Say like a staff with 5 fireball charages on it.
2) Extreme high magic or extreme low magic campaigns are the way to go.
My campaigns are middle of the road magic, from what I can gather about High/Low magic campaigns. Spell Casters have access to any spell on their core list, and can access one other splat book for other spells. Magic items on the other hand are Rare, as there are legends of artifacts which are super rare. Magic items are scattered about in forgotten battle fields or locked away in temples. Powerful Artifacts are sealed away tightly. Common magic items are wands, potions and scrolls. Magic items do not have 'boast saving throw/stat/skill by x' but other cool effects. Weapons can only be enchanted by 'Bless' or 'Align weapon'
3) Playing a low stat character is zen (or something like that)
If given a choice between powergaming and being able to max out skills HD ect ect, or having rolled or point buy stats players will 99% of the time take the power gaming rather then take a chance and develop the chance stats into a the story. The appeal of IH is everything is Min/maxed for you, so you can go around and hack and slash with out any of that pesky role playing.

I have seen great character backstories come out of low rolls. Its really just denying your self a chance to role play.
---Rusty