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magnuskn wrote:

If I would want to stop GM'ing, I would. I'm fine with reworking things, but if there is a chance to cut one of the fundamental unbalancing factors of the game at the root, instead of parsing it off to the GMs, then I'd do it in an instant as one of the developers.

I've already instuted that houserule at my table and I expect it to save me a lot of headache and make the item creation feats something which a player takes because of loot customization. Hey, I'll you guys in a year and a half how it worked out.

I'm glad you've got a system that works for you. I hope in a year that it's still a rule that works and item creation is less of a headache for you then it has been previously. :)


magnuskn wrote:
Oh, well. If you all say that item crafting in your campaign is just fine, I guess I'll just leave it there. That nobody actually has tried to address the core point I was making, outside of "WBL is just a guideline" ( apparently just like the pirate code ) is a bit sad.

Well that's exactly what you're saying "Item crafting is broken in my campaign". Everyone else is saying well it works fine in ours. The problem is not endemic of the system.

If WBL isn't working in your campaign, change the re-sale items. You may claim it's heavy-handed or what have you but the thing is the point is APs aren't meant to work right out of the box. In the GM's guide they specifically tell you to customize it to your group and if you feel that they are overpowering players with too much access to loot (which few others believe) then it's up to you to address that.

There are many reasons why the designers could believe that 120% base WBL is optimum for their campaign. But if you disagree you rework the part you disagree with. This isn't a universally panned feature or mechanic that is broken, so you can't claim your fallacy when you're required to balance the module to your play-style.

I mean I know you don't have much time to GM, I understand that I've had to give up GMing at various points in my PnP career due an inability to allocate the proper amount of time. But if doing some tweaks to balance the game to the way you GM is causing you problem, I suggest you stop GMing.

Basic point: For this particular case, the system is not broken but your inflexibility is causing you issues. You won't agree with me and you'll continue to belabor your point and that's your privilege.


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magnuskn wrote:
wraithstrike wrote:
So for every game it is an issue for you, but never an issue for me as a player of GM. That sounds subjective to me.
Once again, that makes the symptons ( imbalance in one game, fine in another ) subjective. And I'd love to hear how you coped with the results, because I think that will inevitably produce a "I just adjusted on the fly" comment. Which, once again, only means that every GM has to find an individual solution to a common problem.

Actually it doesn't become a problem until they consider it a problem. Adjusting on the fly is what the GM is for. A GM's two main goal is to have fun and to make sure the players have fun. If the GM's aren't having a problem adjusting on the fly then there is no inherent flaw in the system. It's a subjective flaw in the system, one that does not require an errata to the game.

magnuskn wrote:


Fair enough on some points. The consequences of magic item crafting seem to vary wildly between individual GMs, although I still postulate that this is kind of Oberoni fallacious thinking "Well, in MY campaign it isn't an issue, because I can adjust more easily to a real existing imbalance than other GMs".

You like to throw out Oberoni fallacy like it proves or justifies your point in this argument. Where it does very little to that point. Where you're not even using it correctly. People aren't house ruling to fix a broken system, in fact thats what you're doing. You're propositioning a house rule to fix what you perceive to be a broken system.

But what is actually happening is :
What you're saying is 'I have a problem with how this rule works, therefore it must be an inherent problem with the system.'

Everyone else is saying 'Well, no we don't have that problem, the system isn't really broke'.

Now you've invoked arguments of the majority previously in your post such as 'most people have a problem with how the rogues and monks work therefore it is a true problem in the system'. But when most people in this thread say 'The crafting system is not inherently broken' you, obviously, disagree. You can only chose one side of the argument here. Either, majority is always right or just being the majority doesn't make you always right.