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What D&Disms have you never liked?
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<blockquote data-quote="Orius" data-source="post: 5110726" data-attributes="member: 8863"><p>This to some degree. After a while the pseudo-medieval Tolkien ripoff gets a bit stale. And even if you try to put other cultures analogous to real world ones on the map, realistically you won't see much action in them with travel times by conventional means. Stuff like teleportation networks, airships and the like can get a bigger chunk of the world in play, but it also depends on just how much of the world needs to be in play in the first place.</p><p></p><p></p><p></p><p>I'm moving towards an approach that uses a combination of something like legacy weapons and having most weapons better than +3 be all unique items with various powers in my approach to campaing development. Legacy weapons go a long way towards fixing "dumping my family's <em>+1 longsword</em> for a higher bonus" problem that's long been in D&D. I also feel that powerful weapons aren't just going to have a flat bonus, there's going to be a reason someone crafted them in the first place. I'm not really bothered by vanilla +1 or 2 weapons being relatively common as magic items go, or even have an arms merchant who has an occasional +1/2 weapon, or a +1 weapon with a single power for sale.</p><p></p><p></p><p></p><p>Players need something to spend the money on. If not magic items, then they should have something like a barony, trading company, temple, or whatever for using the money. And something enjoyable for the player instead of the old-school approach of socking them with training costs, taxes or finding various gold sinks to drain away all the gold the party was accumulating the acquire XP.</p><p></p><p>Most of the other D&Disms don't really bother me too much.</p></blockquote><p></p>
[QUOTE="Orius, post: 5110726, member: 8863"] This to some degree. After a while the pseudo-medieval Tolkien ripoff gets a bit stale. And even if you try to put other cultures analogous to real world ones on the map, realistically you won't see much action in them with travel times by conventional means. Stuff like teleportation networks, airships and the like can get a bigger chunk of the world in play, but it also depends on just how much of the world needs to be in play in the first place. I'm moving towards an approach that uses a combination of something like legacy weapons and having most weapons better than +3 be all unique items with various powers in my approach to campaing development. Legacy weapons go a long way towards fixing "dumping my family's [i]+1 longsword[/i] for a higher bonus" problem that's long been in D&D. I also feel that powerful weapons aren't just going to have a flat bonus, there's going to be a reason someone crafted them in the first place. I'm not really bothered by vanilla +1 or 2 weapons being relatively common as magic items go, or even have an arms merchant who has an occasional +1/2 weapon, or a +1 weapon with a single power for sale. Players need something to spend the money on. If not magic items, then they should have something like a barony, trading company, temple, or whatever for using the money. And something enjoyable for the player instead of the old-school approach of socking them with training costs, taxes or finding various gold sinks to drain away all the gold the party was accumulating the acquire XP. Most of the other D&Disms don't really bother me too much. [/QUOTE]
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