Quote Originally Posted by Seerow View Post
So basically no useful guidelines at all, let the DM figure out how to balance it. Man it must be nice to be Mike Mearls, designing a game where a contingent of the customer base actually supports you not bothering to write rules so they can do it themselves.
It's better than that. He's not only supporting not writing rules so the DM can do it himself. The rules they have given us work DIRECTLY agaist their stated goals! You have to FIRST ignore their rules and sugestions and THEN design your own system!

The adventures they've ALREADY given us FAIL COMPLETELY to match the one item per adventure DrBurr keeps CLAIMING will fix the problem "IF" they hold to it (what "if", we already KNOW they won't and we have almost 40 years of experience to indicate that they won't even if they hadn't already explicitely shown us they won't in 2 out of 2 example adventures).

But don't worry, REAL SOON NOW they'll be out with these low magic item adventures. And also, it's not only fine that you need to make up your own rules to ballance their items, it's fine that the rules THEY GIVE US are completely unballanced because they've put the magic words "module" and "DM" in the document!

Neat. I can give you a BETTER system for free in this very post! See below:




There! No rules that you need to ACTIVELY IGNORE to get a good game. No adventures that DIRECTLY CONTRADICT what I tell you adventures will be like rather than going 0 for 2 out of my first 2 tries!

Send me $100 (plus shipping, handling, and sales tax) for this vastly superior system and I'll send you many pages full of suplemenatary material of equally superior quality. Or you could go by Office Depot and buy a ream of blank paper for yourself, either way. It's still better than rules that you have to actively ignore to get a decent game.