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Would you let your player choose their magic items they get?
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<blockquote data-quote="S'mon" data-source="post: 7986136" data-attributes="member: 463"><p>For 'build a bear' systems, I like the 4e D&D crafting system where you can basically make anything in an hour.</p><p>Long crafting times work well in sandbox games. If it's a time-limited quest game where crafting takes a long time, the PCs should have a reasonable opportunity to be aware of the downside and plan accordingly.</p><p>Running Red Hand of Doom in 5e, I like its approach of simply throwing a ton of magic items at the PCs via all the NPC enemies - it is both flavourful ("These guys are serious!") and practical. But I also like the standard 5e official adventure approach of making magic items fairly rare & not necessary for success. It gives a different feel from 3e/4e, a bit more grounded.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7986136, member: 463"] For 'build a bear' systems, I like the 4e D&D crafting system where you can basically make anything in an hour. Long crafting times work well in sandbox games. If it's a time-limited quest game where crafting takes a long time, the PCs should have a reasonable opportunity to be aware of the downside and plan accordingly. Running Red Hand of Doom in 5e, I like its approach of simply throwing a ton of magic items at the PCs via all the NPC enemies - it is both flavourful ("These guys are serious!") and practical. But I also like the standard 5e official adventure approach of making magic items fairly rare & not necessary for success. It gives a different feel from 3e/4e, a bit more grounded. [/QUOTE]
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Would you let your player choose their magic items they get?
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