D&D (2024) Wrapping up first 2-20 2024 campaign this week, some of my thoughts

Seems to me that if you allow players full agency over their magic items through crafting, the entire system comes crumbling down. It's almost like we should restrict the players for pacing and power reasons. If only WotC could have foresaw this.

Why is it WotC's fault? Seriously. We have DMs for a reason. Some groups are not going to have an issue with the PCs glowing like Christmas trees but figure out how to adjust encounters to compensate, others are going to want to severely limit magic (crafted or not), others are going to find a happy compromise.

D&D is a toolkit, it doesn't tell you exactly what to build.
 

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it’s the same DM and style of play they have been doing with 2014 for years. The fact remains that things are easier now with 2024 when everything else stayed essentially the same (same players, same DM, different adventure but one they said is harder than vanilla WotC…)

So then they've always had combats that last a round or two? Then why does the version of the rules matter?

But again ... if a DM were defeating the PCs in a round or two every single combat would you not say that the encounter as designed were the issue?
 

Seems to me that if you allow players full agency over their magic items through crafting, the entire system comes crumbling down. It's almost like we should restrict the players for pacing and power reasons. If only WotC could have foresaw this.
Crafting items takes both time and money, something the DM is usually in full control of. Common and uncommon items don't require much investment, but it cranks up pretty significantly from there.

I'd say as big or even bigger, is allowing the purchase (and giving the group the means to do so) of significant magic items (Rare+) since it takes so much less time. Especially if items the PCs can really synergize with are available.
 



Why is it WotC's fault? Seriously. We have DMs for a reason. Some groups are not going to have an issue with the PCs glowing like Christmas trees but figure out how to adjust encounters to compensate, others are going to want to severely limit magic (crafted or not), others are going to find a happy compromise.

D&D is a toolkit, it doesn't tell you exactly what to build.

If the DM is running published adventures, there is a point though.

If the published adventures encounters are designed with no magic items in mind, but a plethora of magic items are available to skew difficulty? that's the fault of the module (though, in this case, that's not WoTC).

I also noticed that the recent adventures I've purchased (Spelljammer, the Planescape one) don't have any suggestions for adjustments due to party size/makeup/power level etc., which is a shame. You and I may not need them, but newer DMs sure could.
 

The lesson I'm taking from this thread, not that I needed it, is "Don't give your PCs dozens of magic items, and don't let them spam-take the 'good' ones".

Easily learned, thanks!

Yeah vicious weapons and the rings aren't the problem.

Easy access to specific items are. Same problem in 4E and 3.X.

There's always some underpriced items + easy access.

What type you add in matter as well.
 


Crafting items takes both time and money, something the DM is usually in full control of.
monsters have treasure tables, adventures have placed treasure and items. While the DM can override those, having to do so to get a decent game from the books is not the DM’s fault however.

If the rules result in a bad play experience unless the DM fixes them, they are still bad rules
 

If the DM is running published adventures, there is a point though.

If the published adventures encounters are designed with no magic items in mind, but a plethora of magic items are available to skew difficulty? that's the fault of the module (though, in this case, that's not WoTC).

I also noticed that the recent adventures I've purchased (Spelljammer, the Planescape one) don't have any suggestions for adjustments due to party size/makeup/power level etc., which is a shame. You and I may not need them, but newer DMs sure could.

I agree that there can be issues with mods, there's a lot of reasons I don't use them. Lack of advice on how to adjust encounter difficulty is just one.

On the other hand if I'm DMing I'm still ultimately responsible and I'm not going to blame issues on the module or the rules. At least not once I've run a session or three.
 

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