PhoneLobster wrote:tussock wrote:You can totally build a game where characters do not need magic items to win, and that game can have magic items that characters will want to use, and those items do not have to have synergy with character build options either way. Those things are all completely orthogonal.
But a fucking fighter WANTS ...
What people want, and what they will actually enjoy, are often different things. Neediness being unappealing and so not a thing people wish to display. Ideally, what a fighting WANTS is almost nothing, because what xe NEEDS comes with the class.
OTOH, items that work obviously better with certain classes do make item division a bit easier (though there's always a few horror stories there too).
"Single use fucking wands of death" is a contrived, and ultimately lame "classic example". No one wants those. WTF?
All examples are contrived, that's what that word means. "Classic" is indeed a synonym for "lame" with the kids these days. So ... well spotted. People not wanting things, but being happy to use them anyway? Holy crap, it's like my example of thing was an example of thing I was exemplifying.
Your contrived and unlikely scenario kinda needs some work there.
Not writing a complete RPG, just pointing out some theoretical flaws in your rather absolutist proposition.
(snip: you arguing with someone else)
And I'm sorry, but magic swords are in. You can argue about the specifics, and you can argue about the terribleness of the +1 sword and the more terribleness of the +1 thru +5 sword, but ultimately SOME form of magic sword that matters to guys who hit things with swords IS in and you cannot and should not avoid it.
I totally don't mind +5 swords, as long as the Fighter doesn't actually need to
find them to play the game, so that if some troll breaks his sword, or the DM/RNG is otherwise not cooperating just now, xe's still a useful character.
Makes +5 swords all the better to find, eh.
...PS and don't go giving me "oh but what if you roll loot FIRST! Then that one Bikini Gun Elf was wearing a tuxedo and using a battle axe ALL ALONG!" that is STILL generally bad.
I can be, yes. You can roll per-dungeon-level, per-adventure, or per-region treasure and allocate it in moderately sensible places, and accept that some treasures will still be lying around in the open because no one local can use them
or even hide them. Treasure first per-fight at least lets them use the things they can use, even if the things the giant ants can't use just has to be lying at the back of the room for some reason you haven't come up with yet (they're on a corpse that's been picked clean by the ants, or whatever).
Which is me agreeing with you, and extending the argument anyway.
...PPS aaaand don't go giving me "well then the tables will have elaborate series of contextual limitations that ensure that the black sheep Bikini Gun Elf gets a crossbow and a one piece instead!" because at that point you've effectively designed a monstrous contraption both more complex and less effective than arbitrary GM selection.
Oh, fuck no, dude. That would indeed be horrible. I mean, the Bikini Gun Elf's treasure allotment note should be that they have guns and bikinis and less random shit as a result, which is a sensible thing somewhat related to the horrible thing you rightly didn't like there.
Which is to say, monsters should totally have the things they have, and if that's a lot they might need less other things just for good measure.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.