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5 years ago ::
Aug 01, 2008 - 11:01AM
#31
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Date Joined:
Feb 25, 2002
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And this is different than a normal home game how? Have you read the treasure distribution guidelines set forth in the DMG? It suggests the DM distribute about 4 magic items per 5 levels for each character. In a home game, if you get rid of that old level 1 magic item you don't suddenly get an extra one from the DM because you dumped that item. (it's gone 4 EVER AND EVER AND EV4R!!!!ONE!!!ONEONE!!!SHIFT1!! to use your terms.) In a home game, I don't have the DM telling me I can't use a nifty item I found in an adventure because I grabbed an item last adventure. This is a repeat of the "you found it, but not really" problem that plagued LG, just in a different way.
And I love how you clamp on my posting syntax instead of addressing my point. Does it make you feel smarter?
You can sell and replace a found item, so long as the replacement is an item of your level or lower that you have access to buy or craft.
What you can't do is sell a 5th level item you found when you were level one and then grab two 14th level found items at level 10. That's like letting you buy a 14th level item for 640 gp. If you want two 14th level items while you're 10th level, you'll just have to endure a level (that's 3 whole adventures!) of taking gold rewards instead of found items.
What you also can't do is retcon your character and say, "Never mind. I've played for the past two levels as though I found a Wheel of Cheese, and I used it in every adventure, but really I never found it at all. Lookee! It's a Mask of Muenster! Good thing I happen to have a found item slot open." But I can just take gold every adventure and buy same level items through level 21, then at the end have three level 25 items, three level 26 items, three level 27 items, three level 28 items, three level 29 items, and fifteen level 30 items, plus the items I bought with my gold.
The system as written can be abused as well, and based on the above example gives a disadvantage to the person who chooses to take items. We WANT to give items to players, otherwise they wouldn't be in the adventure, but with the current system it is more advantageous in the long run for them to not take any items. How is that good?
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5 years ago ::
Aug 01, 2008 - 11:05AM
#32
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Date Joined:
Feb 25, 2002
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Sure you can. You replace it the same way you do in a home game - you find something better at a higher level and use that new item instead.
Big Mike Unless you already took an item at that level. I see paladins not getting their holy avengers or warlocks not getting their pact blades because they didn't have the psychic foresight to know it was going to be in the next adventure. Silly them for wanting to pick up a magic weapon or implement this adventure!
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5 years ago ::
Aug 01, 2008 - 11:19AM
#33
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Date Joined:
Feb 22, 2007
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But I can just take gold every adventure and buy same level items through level 21, then at the end have three level 25 items, three level 26 items, three level 27 items, three level 28 items, three level 29 items, and fifteen level 30 items, plus the items I bought with my gold. Of course, then you'd have to go for 20 levels without any magic items higher than your character level. You'd be underpowered for 20 levels, which might not be fun for you. You'd be underpowered for 20 levels, which probably puts your PC and the others at the table in danger.
Among the people I play with, underpowered characters have a hard time reaching high levels. For one thing, they die a lot. For another, people refuse to sit down at a table with a PC who can't carry his weight. Someone who delays taking any found items until 21st level is pretty unlikely ever to see 21st level.
Maybe other groups are more willing to put up with dangerously underpowered characters who will be teh UBER in 3pik, but I doubt there are many.
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5 years ago ::
Aug 01, 2008 - 11:21AM
#34
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Date Joined:
Feb 22, 2007
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Unless you already took an item at that level. I see paladins not getting their holy avengers or warlocks not getting their pact blades because they didn't have the psychic foresight to know it was going to be in the next adventure. Silly them for wanting to pick up a magic weapon or implement this adventure! PHB items are open access, and you get 5 slots per tier for must-have non-PHB items like holy avengers or pact blades.
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5 years ago ::
Aug 01, 2008 - 11:26AM
#35
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Date Joined:
Jul 16, 2002
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In a home game, I don't have the DM telling me I can't use a nifty item I found in an adventure because I grabbed an item last adventure. This is a repeat of the "you found it, but not really" problem that plagued LG, just in a different way.
And I love how you clamp on my posting syntax instead of addressing my point. Does it make you feel smarter?
I DID address your point, you just choose to ignore it.
And yes, i do feel smart thank you very much. :P I figured you would understand the point better if I used your syntax.
The point is that The DM in a home game isn't going to necessarily give you a shiny after every adventure you play, so he doesn't have to tell you you can't use it because he didn't give it to you/dangle it in front of your face in the first place. A Living Campaign has shinies at the end of every adventure out of necessity because of the campaigns structure. While a DM in a home game can tailor item distribution to his players post-adventure because he is dealing with the same groups of players/characters every session, you can't do that in a Living campaign.
If a home game follows the guidelines set forth in the DMG you're playing in, he will give you a useful item 4 times out of 5 levels (I misspoke in my earlier post and said 4 items per 5 adventures I think, it should have been 4 items per 5 levels). In a worldwide campaign where you aren't playing with the same DM every time or the same group of people you can't have the DM going around and determining who got an item already this level, or last level, or if they already have received one per level, to see who should be given an item at mods end. The onus falls to the player to select the item they would normally have received from the DM if they were in a home game as the one they would receive that level.
So, as Keith Hoffman said, if you have a problem with it, talk to Andy Collins.
But I can just take gold every adventure and buy same level items through level 21, then at the end have three level 25 items, three level 26 items, three level 27 items, three level 28 items, three level 29 items, and fifteen level 30 items, plus the items I bought with my gold.
The system as written can be abused as well, and based on the above example gives a disadvantage to the person who chooses to take items. As Fakegoatee said, you 'd be horrendously underpowered. For one you wouldn't be able to buy enough magic items through those levels to be effective at all. If you can make it from 1st to 21st without much more than a +1 or 2 weapon and armor, more power to you. It's certainly not recommended as you will be far behind the power curve.
Once you made it to Epic tiers you wouldn't even be that uB3r, because not all high level items will be useful to you then. (If you're any thing but a Rogue, do you really want Guildmaster's Gloves? They're the highest level hand slot item though). many slots don't have items with levels above the mid 20's. Most don't have a level 30 item.
So either you'll be effective for a few levels and then the power curve will straighten itself back out or you won't end up as powerful as you think.
PHB items are open access, and you get 5 slots per tier for must-have non PHB items, such as holy avengers or pact blades. Holy Avengers and Pact Blades are PHB items.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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5 years ago ::
Aug 01, 2008 - 11:30AM
#36
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Date Joined:
Feb 25, 2002
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Of course, then you'd have to go for 20 levels without any magic items higher than your character level. You'd be underpowered for 20 levels, which might not be fun for you. You'd be underpowered for 20 levels, which probably puts your PC and the others at the table in danger.
Among the people I play with, underpowered characters have a hard time reaching high levels. For one thing, they die a lot. For another, people refuse to sit down at a table with a PC who can't carry his weight. Someone who delays taking any found items until 21st level is pretty unlikely ever to see 21st level.
Maybe other groups are more willing to put up with dangerously underpowered characters who will be teh UBER in 3pik, but I doubt there are many. A +1 implement/weapon, +1 armor, and a +1 amulet are not that expensive. At most, a heroic character will have three daily item powers between extended rests (four for paragon, and five for epic); three low-level daily use items are not terribly expensive either. How, exactly, would that be underpowered?
PHB items are open access, and you get 5 slots per tier for must-have non PHB items, such as holy avengers or pact blades.
Holy Avenger: Pact Blade:
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5 years ago ::
Aug 01, 2008 - 11:35AM
#37
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Date Joined:
Jul 16, 2002
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A +1 implement/weapon, +1 armor, and a +1 amulet are not that expensive. At most, a heroic character will have three daily item powers between extended rests (four for paragon, and five for epic); three low-level daily use items are not terribly expensive either. How, exactly, would that be underpowered? A heroic tier character can only use one daily item power per day regardless of the number you have (paragon tier can use 2, and Epic can use three). Unless you take an extended rest or reach a Milestone (although you can't use that same power after a milestone, you get to use a different one though). So it's possible to use all three between extended rests but only if you're hitting Milestones a lot.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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5 years ago ::
Aug 01, 2008 - 11:37AM
#38
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Date Joined:
Feb 25, 2002
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I DID address your point, you just choose to ignore it.
And yes, i do feel smart thank you very much. :P I figured you would understand the point better if I used your syntax.
The difference between a home game and the current LFR ruleset is that in LFR the DM is dangling items in front of players. And then he proceeds to tell them they can't have those items. Am I the only one who believes this will p*** people off and turn them away from the campaign?
The easy fix is in allowing characters to sell found items and replace them with other found items. Then you just lower the amount of gold in each adventure under that assumption. For the third time, I ask: how would that unbalance the campaign?
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5 years ago ::
Aug 01, 2008 - 11:41AM
#39
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Date Joined:
Aug 22, 2007
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I have just started reading about the LFR and I am curious. This whole found magic item thing, is this D&D or WoW?
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5 years ago ::
Aug 01, 2008 - 11:42AM
#40
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Date Joined:
Feb 25, 2002
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A heroic tier character can only use one daily item power per day regardless of the number you have (paragon tier can use 2, and Epic can use three). Unless you take an extended rest or reach a Milestone (although you can't use that same power after a milestone, you get to use a different one though). So it's possible to use all three between extended rests but only if you're hitting Milestones a lot. The average LFR adventure will have five encounters. Two encounters = 1 milestone, so that allows three daily item powers per adventure. But I shouldn't have to explain that to you, being that you are so smart.
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