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What are bad ideas in RPGs?
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<blockquote data-quote="Intense_Interest" data-source="post: 4529150" data-attributes="member: 65904"><p>Magic Items are tied to an Adventurer's health, and should be compared to the Price of Health and/or Life Insurance for skydivers and airplane test-pilots. Going from +1 to +6 isn't even laughably the same as choosing which mass-produced style of ammunition you want to use at the range.</p><p></p><p>Further, it isn't the price of a weapon, it is how much it costs for a mortal to make it in the current era- slight difference. Gods and Master Mages of the Past Era had a leg up on the "modern" D&D Artisan-Mage.</p><p></p><p>1. System-mandated game-changes. Going from "Dungeoneer" to "High-Level Diplomat" or "Lord of Castle Podunk" with separate skill-testing subsystems for each is a strange reward for accruing XP. Seen in 2E when players became high-level accountants for their Mercenary and Fortress business.</p><p></p><p>2. Combat Dice-Pools: giving a certain number of "combat dice" that can be used for either attack or defense. In single-combat situations it encourages an all-out-attack or "spike" damage so as to finish the fight- it is better to win than to not-lose- and further, it prioritizes the power of any "initiative roll" to get the all-important alpha-strike. Secondly it creates hard-to-balance outnumbering problems; a dice has to be held for every defense roll, reducing the ability of the defender to attack, creating a positive loop into defeat.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4529150, member: 65904"] Magic Items are tied to an Adventurer's health, and should be compared to the Price of Health and/or Life Insurance for skydivers and airplane test-pilots. Going from +1 to +6 isn't even laughably the same as choosing which mass-produced style of ammunition you want to use at the range. Further, it isn't the price of a weapon, it is how much it costs for a mortal to make it in the current era- slight difference. Gods and Master Mages of the Past Era had a leg up on the "modern" D&D Artisan-Mage. 1. System-mandated game-changes. Going from "Dungeoneer" to "High-Level Diplomat" or "Lord of Castle Podunk" with separate skill-testing subsystems for each is a strange reward for accruing XP. Seen in 2E when players became high-level accountants for their Mercenary and Fortress business. 2. Combat Dice-Pools: giving a certain number of "combat dice" that can be used for either attack or defense. In single-combat situations it encourages an all-out-attack or "spike" damage so as to finish the fight- it is better to win than to not-lose- and further, it prioritizes the power of any "initiative roll" to get the all-important alpha-strike. Secondly it creates hard-to-balance outnumbering problems; a dice has to be held for every defense roll, reducing the ability of the defender to attack, creating a positive loop into defeat. [/QUOTE]
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