One of the few design philosophies of 4E that has me interested enough to consider using it for my 3E games is reducing the need for loads of magical items. 4E is hardly the first to try and do so, mind, but the way it wants to do it, but integrating those "typical" item bonuses into the math of PC development, sounds interesting.
However, as i got to thinking about it, I realized that this wasn't actually a good idea. One of the things about the "christmas tree effect" that is positive is that it allows the DM to control the "low-high fantasy" spectrum of the game fairly easily. If the DM wants a high fantasy feel, he can allow lots of items. if he wants a much lower fantasy feel, he can not allow lots of items. 9In either cae, of course, he has to be prepared to make adjustments based on the consequences of that choice.) But if you remove the christmas tree effect and integrate those standard bonuses and abilities into the game math, you have essentially raised the lower end of the spectrum. "Low fantasy" is harder to do because the floor level is higher as characters have been embedded with what was, before, the typical minimum assumed treasure for their level.
I wonder, have any Des&Dev articles approached the question of sub-genre and tone? While I am not interested in 4E, I am interested in how the designers are viewing things in order to determine whether any particular 4E ideais worth porting over. It is important for D&D, I think, to still allow individual groups to choose the sub-genre and tone of their games and I would think that is something the Dev. Team would want to talk about.
However, as i got to thinking about it, I realized that this wasn't actually a good idea. One of the things about the "christmas tree effect" that is positive is that it allows the DM to control the "low-high fantasy" spectrum of the game fairly easily. If the DM wants a high fantasy feel, he can allow lots of items. if he wants a much lower fantasy feel, he can not allow lots of items. 9In either cae, of course, he has to be prepared to make adjustments based on the consequences of that choice.) But if you remove the christmas tree effect and integrate those standard bonuses and abilities into the game math, you have essentially raised the lower end of the spectrum. "Low fantasy" is harder to do because the floor level is higher as characters have been embedded with what was, before, the typical minimum assumed treasure for their level.
I wonder, have any Des&Dev articles approached the question of sub-genre and tone? While I am not interested in 4E, I am interested in how the designers are viewing things in order to determine whether any particular 4E ideais worth porting over. It is important for D&D, I think, to still allow individual groups to choose the sub-genre and tone of their games and I would think that is something the Dev. Team would want to talk about.