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<blockquote data-quote="FourthBear" data-source="post: 4700813" data-attributes="member: 55846"><p>I don't think any of this issue has much to do with the quality or quantity of roleplaying around the table. You can justify requesting magic item lists from players from both a gamist and roleplaying perspective. You can also condemn requesting magic item lists from both a gamist and roleplaying perspective.</p><p></p><p>Gamist Pro: Allowing players to choose magic items allows them to customize their PCs abilities to meet challenges as they choose. Part of the game is choosing the right equipment for the challenge.</p><p></p><p>Gamist Con: Allow players to choose magic items removes the challenge of dealing with random treasure and/or DM placed treasure. Part of the game is making the most of what random tables, prepublished adventures and the DM grant you.</p><p></p><p>Roleplaying Pro: Allowing players to choose magic items allows them to customize their characters as they wish and get such issues out of the way in a quick, efficient fashion. Not allowing this just throws in a gamist challenge in addition that results in time spent on selling, bartering and seeking magic items. By making them less easily available, you make them more important. The stories that inspire D&D frequently have such convenient insertion of useful items.</p><p></p><p>Roleplaying Con: Allowing players to choose magic items results in contrivance and player expectations. Obtaining and dealing with unexpected magic items can represent a significant role playing challenge and help establish world verisimilitude. The contrivance of finding well suited magic items breaks immersion.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4700813, member: 55846"] I don't think any of this issue has much to do with the quality or quantity of roleplaying around the table. You can justify requesting magic item lists from players from both a gamist and roleplaying perspective. You can also condemn requesting magic item lists from both a gamist and roleplaying perspective. Gamist Pro: Allowing players to choose magic items allows them to customize their PCs abilities to meet challenges as they choose. Part of the game is choosing the right equipment for the challenge. Gamist Con: Allow players to choose magic items removes the challenge of dealing with random treasure and/or DM placed treasure. Part of the game is making the most of what random tables, prepublished adventures and the DM grant you. Roleplaying Pro: Allowing players to choose magic items allows them to customize their characters as they wish and get such issues out of the way in a quick, efficient fashion. Not allowing this just throws in a gamist challenge in addition that results in time spent on selling, bartering and seeking magic items. By making them less easily available, you make them more important. The stories that inspire D&D frequently have such convenient insertion of useful items. Roleplaying Con: Allowing players to choose magic items results in contrivance and player expectations. Obtaining and dealing with unexpected magic items can represent a significant role playing challenge and help establish world verisimilitude. The contrivance of finding well suited magic items breaks immersion. [/QUOTE]
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