| Post/Author/DateTime | Post |
|---|---|
| #1asmodeusloreNov 23, 2010 7:49:22 | Dungeon 184 Save My Game: Master the Treasury by Stephen Radney-MacFarland Players want magic items, DMs want them to have magic items ... but which ones? Talk about this Article here. ![]() |
| #2theoucrewNov 23, 2010 9:59:19 | I hate wish lists with a passion. If you want a specific magic item you need to find an appropriate skill smith/enchanter and have it comissioned. Otherwise you're getting whatever is appropriate to the NPC. Savish the Axe is not going to carry around a bastard sword because a PC happens to want one. |
| #3tibisNov 23, 2010 13:56:16 | I doubt he would be either, although he might be carrying around an axe with an enchantment that might be useful to someone after being transferred to a bastard sword. As someone who sits on both sides of the screen, I do think that there is a balance to be had between catering to the players' aspirations for their characters, and wanting to give out items that are more in line with the storyline and the nature of the NPCs. Quite how that balance is to be best achieved is something I'm still not sure about. |
| #4sleepy_dayNov 23, 2010 20:34:07 | I have to day, there are several things in this article that make me uneasy. This is not the place for me to discuss some of the, because they relate to what I see as a shift in overall company policy away from concepts that 4E was based on, buuuuut... enough with that. The implication that players should only ask for vanillia +x magic items disturbs me. It implies that these items are a privledge, and not a right. However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. While I can barely wrap my mind around, but not agree with, a DM that only lets his players ask for Common items... this is a completely different matter entirely. I got the sense from this article that Wizards believes that item-dependant characters are, to put it in the vernacular "doing it wrong", and in general that the DM should keep the players away from those dastardly charop types, who only lead to problems at the tabletop. I don't believe that this was the intention of the article, but it sure came off that way. And in my opinion, regardless of whether you believe this whole Essentials thing is a good idea or not, 4E was designed with the expectation that players should have access to a certain level of magic item-ness, and I belive that Wizards should, more or less, uphold that expectation. |
| #5Plaguescarred1Nov 23, 2010 22:30:16 | Weird article to me. I didn't Randomize Treasure in a long time and i don't use Wishlist. Nor would i use a Half Wishlist. So i don't need my players to give me list of +s Neckslot and Arms & Armors. And if i was using the Wishlist, i would do it all and not only half. I am gonna tell you what all adventurers want. If you need a list to find out, Here they all want: Magic Weapons & Implements Magic Armors & Shields Magic Boots & Gloves, Cloak Amulets etc.... Magic Potions and Scrolls. Magic Rings, Helm & Belt Boons Regents Rituals Gold, Platinum and Diamonds Etc... They want BLING BLING. ![]() Now you'd like them to want only 3 of these per Level ? So we can explore and discover togheter what they do ? Who decide what a newly found Magic Rod does ? The Player the DM ? Don't drop stuff and let them know only later what they've find. I can see cool things with Magic Items evolving....but i wouldn't play games with my boys. You either go along the Wishlist road or you don't. Don't stop halfway. My 2 coppies |
| #6markos_the_madNov 24, 2010 6:01:45 | However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. That's only true if players (via their characters) have no say in which encounters they face. |
| #7mrmythNov 24, 2010 7:58:01 | The implication that players should only ask for vanillia +x magic items disturbs me. It implies that these items are a privledge, and not a right. I understand this concern, but I don't quite think this is what the article was saying. I don't think he's saying that Bob the Fighter should write down, "I want a magic weapon +1 and magic armor +1" on his wish-list; I think he's saying that Bob should write down, "I want a +1 Bastard Sword and +1 Scale armor, because those are the things I use." Basically, using the wishlist to make sure the items that crop up are items the PCs can use, and the types of gear they have designed thier characters for. Of course, all these are different optional approaches. But I don't think any suggestion is being made that the answer should be stinginess with even the most basic of magical treasure. |
| #8yaldabaothNov 24, 2010 8:10:09 | The implication that players should only ask for vanillia +x magic items disturbs me. It implies that these items are a privledge, and not a right. However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. While I can barely wrap my mind around, but not agree with, a DM that only lets his players ask for Common items... this is a completely different matter entirely. I got the sense from this article that Wizards believes that item-dependant characters are, to put it in the vernacular "doing it wrong", and in general that the DM should keep the players away from those dastardly charop types, who only lead to problems at the tabletop. I also got that impression... until I read the article closely. The idea is to allow both player choice and DM control. Players should not ream DMs if they can't have every desired item in every slot at every level. DMs should not frustrate players by dumping dross items. ("You should be thankful for that +2 platemail even though you have feats pegged toward every other armor type!") The three methods discussed in the article attempt to present a balance of player and DM obligations. The article does a bad job of spelling this goal out explicitly and setting out the solutions explicitly. Handing over wish list: Players get to say which important slots get filled with Common items & in what order. Then there's a sliding scale of when the items evolve into Uncommon items. Maybe the players have complete say into what they turn into. Maybe it's collaborative. Maybe it's triggered by use. Magic items retain coolness because the PLAYERS are what turn the items into Uncommons through play. DMs don't have to worry about Uncommons growing on trees. Fun with Random Treasure: Players pick 3 items each and DM picks 3 items/player. Magic item found? Deal one item out randomly from pile. Every player level, a player and the DM makes new selections for that player. Players get to pick important stuff. DM gets to bulk out item inventory of stuff players tend to skimp on and avoid programmed item loot. [Side Note: This article had Combat Advantage on "How to plant MacGuffins on players" and blew it.] Make it up: DMs can make items up that fit the characters/playstyle. Players get fun unique stuff. Perhaps easier said than done, but it's direct. |
| #9theoucrewNov 24, 2010 11:35:49 | It implies that these items are a privledge, and not a right. However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. Frankly, I think that's how it should be. Fortunately they added the concept of inherant bonuses so that you're PCs don't suffer mathematically when you try to make magic seem rare, and I dunno, magical. A world where there a were a total of maybe eight magical weapons in all (known) existance would be awesome (unless they all ended up in the hands of the PCs, which would just be silly). |
| #10ChigaruNov 24, 2010 11:58:01 | As an Eberron DM, this aricle was pretty useful. Magic items are super-common in that setting, and I like it that way. I actually try to make most items seem mundane and everyday, even going so far as to have "brands" and models. Of course, as a DM my primary flaw is forgetting to award my players with magic items in the first place....I'm so bad at that. |
| #11sleepy_dayNov 24, 2010 13:04:34 | It implies that these items are a privledge, and not a right. However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. Well, yes, I agree with the fact that Inherent Bonuses can be used to unilaterally lower the magic item level of a campaign while maintaining balance. However, I don't think this article was taking them into consideration - basic magic items do essentially nothing when you're playing with Inherent Bonuses, after all. Also, perhaps the author just wasn't taking this into account, but the Transfer Enchantment ritual is an already existing solution for finding items that you can't use with enchantments that you can. Unless your DM is a major jerk and only gives you, say, axes with axe-only enchantments when you want a light blade. On another note, I just don't see the overall purpose of some parts of this article. If Yaldaboath's interpretation is correct... does WotC really think it needs to tell DMs that don't use wishlists that they need to give players items they can actually use? Ah well. I suppose, in the end, it all comes down to your opinion on the new magic items rules and the amount of magic items you want in your game. Personally, I not only like magic items, but believe that the new rules go against magic item assumptions that 4e was founded on... but that's probably an argument for a different place. |
| #12sallaNov 24, 2010 13:10:13 | Savish the Axe is not going to carry around a bastard sword because a PC happens to want one. Which is why you should have called him Savish The Blade and given him a bastard sword. |
| #13mrmythNov 24, 2010 13:17:00 | Savish the Axe is not going to carry around a bastard sword because a PC happens to want one. "Should" is where these sorts of discussions get ugly. No one's DMing style needs to be adjusted here - there are quite a few legitimate approaches, each with their own strengths and weaknesses. For myself, it can break one's suspension of disbelief if every major villain you run into simply happens to carry Xendrik Boomerangs, because that's someone's preferred style of weaponry. Rituals like Transfer Enchantment can be one solution to the problem, and there are several other as well. I think the issue has been somewhat exacerbated by the continuing blight on the game known as the Expertise feats. When switching weapons carries such significant numerical loss, it simply isn't a viable option. With less feats to hinder versatility, and you can afford to give out a fancy magic axe even if no one is specialized in it - it still proves useful for someone to wield it for a few levels until they find the magic sword they want. |
| #14mysticbelmontNov 25, 2010 20:27:02 | I am so glad that my party has a player with the create magic item ritual. No need to worry about a player wishlist. |
| #15GMforPowergamersNov 26, 2010 1:38:29 | Savish the Axe is not going to carry around a bastard sword because a PC happens to want one. I have found a few answers to these... 1) have NPCs gift items to PCs... much like christmas morning when you aks 'how did you know that was what I wanted" the answer is "I know you" 2) the transfer enchantment trick... gee bob the fighter wants an AXE of XXXXXXXXX and my bad guy uses a Longsword, I just make it a long sword of XXXXXXXXX and he can pay the 25gp to transfer it 3) give out a really high level item to be sold... in my game (5th level) with no primal character I put a +4 totem in the game... when they disenchanted it and got 20% it was enought ot craft what they wanted (worked really well since they had a mark of making artaficer in the group that could craft 11th level items)
IN the game you need 6 upgrades of items... so even if you HAD to put the boomarang in every time, that is 6 villians over 30 levels, not that much of a suspension of disbellief... BUT if you give a gift once, let 1 good enchantment be on a diffrent weapon to transfer, and once make the PC pay to upgrade it himself that cuts it in half.... although to go with the article I have had players complain that I didn't give them the right item... like I put a short bow of X in game and expected the player to transfer it to his great bow, he complained that would set him back 25 gp needlessly... I also had the same player as a diffrent PC once complain my game was too "Low magic" becuse at level 7 he didn't have a +3 weapon or armor yet, only a +3 neck slot... |
| #16tsuyoshikentsuNov 27, 2010 2:55:14 | I'm curious, Mr. Randey-MacFarland: would your preference be that players fill out hours of paperwork in order to get items? Or do you just want to go ahead and blame the optimization board for Living Greyhawk as well as ruining everyone's games? |
| #17NausicaaNov 27, 2010 3:00:21 | Wishlists get players nearer to the game, nearer to the design and frankly make them more happy. Handling them a good chunk of optimized items won't nearly affect your game as the inability of creating intriguing plots and strategies for your monsters/npc. So, i can safely say that i don't agree with the article. The ideology of the DM as an unforgiving cerberus should be considered definitely outdated in 2010. |
| #18GMforPowergamersNov 28, 2010 12:18:24 | It implies that these items are a privledge, and not a right. However, it's simple mathmatical fact that to maintain playable hit rates and defenses, a character needs up-to-date magic items. what if it was 8 magic items in the world, 3 don't appear in the game at all, 2 appear in NPC hands that are allies of the PC, 1 appears in the hands of an NPC that is indiffrent to the PC, and 2 start in enemy hands but when pcs beat them they get to take them... the trick, all 8 are ______'s (longswords, or rings, just pick one look for all 8) but with vastly diffrent powers, so everytime you come across one you must figure out witch it is... so in that example do all 8 exist? maybe only 5 do in your mind becuse they physicly come into game, but with the research into them, the stries of the other 3 do kinda come in... or as you said before do only the 2 that oppose/ used by PC count? |