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What direction should 5th edition take?
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<blockquote data-quote="invokethehojo" data-source="post: 4918379" data-attributes="member: 62525"><p>Man, you kind of come off as a dick with the way you post you know that?</p><p></p><p>You have described half of the problem, I did read the PHB, and so did all of my players, so they all know all the magic items ahead of time, so when I give them a "amulet of protection" they whine because they all want a "cloak of distortion". And they all know that the sword they found today will be better than the one they have because if it's not it throws off the treasure system. Everything is so defined and spelled out, like a lesson plan, so that if I change one thing it will affects something else and then I either spend all my time making house rules or my game falls apart. There is no mystery because the game is so written around magic items and monster knowledge that all the players know about everything before they sit down at the table. It's become a metagame.</p><p></p><p>4e is a slut, it's written around the concept of defeating the mystery, players are encouraged to look through all the magic items and such. So as the DM the only way I can combat this is to spend more time outside of playing to make new monsters and magic items and changing things to make them mysterious, which is the other half of the problem, I don't have that much time. If I did I would just make my own system and not have to bother with someone else's, but that's why we buy things, because we can't do everything ourselves. </p><p></p><p>I don't see why, with it's near limitless resources, Wotc couldn't have written the game in such a way that it doesn't cater towards any one play style, or at least not so heavily. The way it is, you have to work to make the game not focus on magic items and treasure and tracking endless bonuses and effects. For the money they charge Wotc should have done all that work, I shouldn't have to. Class vs classless and the question of character customization aside, at the beginning phases of development I think it would have been very do-able to make the game more customizable to the DM's preferred style of storytelling. We all shouldn't have to tweak such a complicated system all the time to make it work for us, Wotc does research, they know that we all house rule stuff, they know we all have different tastes, why can't they design a game from the ground up to be easily customizable to every group, or at least most groups?</p><p></p><p>I know my arguments aren't perfect and they are biased, so you don't have to point it out to me dude, I just feel like 4e is the gaming equivalent of a summer blockbuster like Transformers 2... I gotta deal with it cuz it's playing at all the theaters.</p></blockquote><p></p>
[QUOTE="invokethehojo, post: 4918379, member: 62525"] Man, you kind of come off as a dick with the way you post you know that? You have described half of the problem, I did read the PHB, and so did all of my players, so they all know all the magic items ahead of time, so when I give them a "amulet of protection" they whine because they all want a "cloak of distortion". And they all know that the sword they found today will be better than the one they have because if it's not it throws off the treasure system. Everything is so defined and spelled out, like a lesson plan, so that if I change one thing it will affects something else and then I either spend all my time making house rules or my game falls apart. There is no mystery because the game is so written around magic items and monster knowledge that all the players know about everything before they sit down at the table. It's become a metagame. 4e is a slut, it's written around the concept of defeating the mystery, players are encouraged to look through all the magic items and such. So as the DM the only way I can combat this is to spend more time outside of playing to make new monsters and magic items and changing things to make them mysterious, which is the other half of the problem, I don't have that much time. If I did I would just make my own system and not have to bother with someone else's, but that's why we buy things, because we can't do everything ourselves. I don't see why, with it's near limitless resources, Wotc couldn't have written the game in such a way that it doesn't cater towards any one play style, or at least not so heavily. The way it is, you have to work to make the game not focus on magic items and treasure and tracking endless bonuses and effects. For the money they charge Wotc should have done all that work, I shouldn't have to. Class vs classless and the question of character customization aside, at the beginning phases of development I think it would have been very do-able to make the game more customizable to the DM's preferred style of storytelling. We all shouldn't have to tweak such a complicated system all the time to make it work for us, Wotc does research, they know that we all house rule stuff, they know we all have different tastes, why can't they design a game from the ground up to be easily customizable to every group, or at least most groups? I know my arguments aren't perfect and they are biased, so you don't have to point it out to me dude, I just feel like 4e is the gaming equivalent of a summer blockbuster like Transformers 2... I gotta deal with it cuz it's playing at all the theaters. [/QUOTE]
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