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*Dungeons & Dragons
Things that make you go Hmmm, Starter Set **spoilers**
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<blockquote data-quote="Kobold Stew" data-source="post: 6339671" data-attributes="member: 23484"><p>So there are three issues,</p><p></p><p>1. Perception</p><p>2. Healing potions and</p><p>3. Magic items.</p><p></p><p>I'll deal with the third.</p><p></p><p></p><p></p><p>1. To begin, you are assuming the party finds every one, which of course can happen (and can be forced to happen), but is unlikely to happen in the normal course of play. A party might not (are likely not to) find them all. They will bypass some rooms or some challenges, or perhaps not even notice them. But let's assume that the players of the starter adventure are all seasoned gamers, and we assume they do...</p><p></p><p>At the end of the adventure (level 5) every character has one, and maybe two permanent items. That seems about right. </p><p></p><p>2. You are also assuming that the adventure continues. From what we've been told, Tyranny of Dragons starts with new characters at level 1. While of course people can continue to play these characters, my sense is that the game is trying to provide a sense of closure. the final 12 rooms, as you call them, are i that way an experience of closure for the characters, not part of a larger path.</p><p></p><p>3. You are also assuming the designers are idiots giving 23 items per 20 levels</p><p> </p><p>I don't know the quote you are referencing, but I'd be really surprised that this was a hard-and-fast benchmark. Much more likely, and here I am making assumptions, is that it's assuming a party of 4 or 5 (the default assumption in the starter set and in many of the things I have seen), and it's saying you end up at level 20 with 4 or 5 magic items. Ish. </p><p></p><p>In any case, I suspect the point is a rough guide, with party members getting one item every four or five levels. Which is, roughly, what players get from this adventure.</p><p></p><p>4. There's another assumption you make, and that's the trade-up mentality of "disposable" magic weapons that characterized previous editions. I see no indication that that is the design goal here, and I expect many players are going to stick with the same +1 weapon for many many levels of play. In that respect, the fact that one player gets (as his final reward) a nice breastplate does not seem to me aberrant. That will last the character until level 20. </p><p></p><p>So, (1) if the players find it, (2) at the capstone of the starter adventure designed to make them want to go off and make their own characters, players are given a magic item each (3) at a rate that is pretty much exactly what it should be,* (4) one of which in particular, might be something they treasure until level 20. </p><p></p><p>That actually sounds pretty good to me. </p><p></p><p>*(assuming a generalizing intent for the benchmark from Mearls; I'd need a quote and context to believe this was meant otherwise)</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6339671, member: 23484"] So there are three issues, 1. Perception 2. Healing potions and 3. Magic items. I'll deal with the third. 1. To begin, you are assuming the party finds every one, which of course can happen (and can be forced to happen), but is unlikely to happen in the normal course of play. A party might not (are likely not to) find them all. They will bypass some rooms or some challenges, or perhaps not even notice them. But let's assume that the players of the starter adventure are all seasoned gamers, and we assume they do... At the end of the adventure (level 5) every character has one, and maybe two permanent items. That seems about right. 2. You are also assuming that the adventure continues. From what we've been told, Tyranny of Dragons starts with new characters at level 1. While of course people can continue to play these characters, my sense is that the game is trying to provide a sense of closure. the final 12 rooms, as you call them, are i that way an experience of closure for the characters, not part of a larger path. 3. You are also assuming the designers are idiots giving 23 items per 20 levels I don't know the quote you are referencing, but I'd be really surprised that this was a hard-and-fast benchmark. Much more likely, and here I am making assumptions, is that it's assuming a party of 4 or 5 (the default assumption in the starter set and in many of the things I have seen), and it's saying you end up at level 20 with 4 or 5 magic items. Ish. In any case, I suspect the point is a rough guide, with party members getting one item every four or five levels. Which is, roughly, what players get from this adventure. 4. There's another assumption you make, and that's the trade-up mentality of "disposable" magic weapons that characterized previous editions. I see no indication that that is the design goal here, and I expect many players are going to stick with the same +1 weapon for many many levels of play. In that respect, the fact that one player gets (as his final reward) a nice breastplate does not seem to me aberrant. That will last the character until level 20. So, (1) if the players find it, (2) at the capstone of the starter adventure designed to make them want to go off and make their own characters, players are given a magic item each (3) at a rate that is pretty much exactly what it should be,* (4) one of which in particular, might be something they treasure until level 20. That actually sounds pretty good to me. *(assuming a generalizing intent for the benchmark from Mearls; I'd need a quote and context to believe this was meant otherwise) [/QUOTE]
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