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I was just looking for some opinions here in regards to how you are intending (or not intending) to use the "first" supplement for 4E? What are your impressions overall? Anything you thought was really good or really poor?
It seems to me that a lot of this material would have gone in the DMG, but since MIs were ported to the PHB (a decision I did not like), there simply would not have been enough room. I have to say, the sheer scope of material in Adventurer's Vault is nothing short of wonderful but I was a little disappointed that so much of the stuff was +x orientated. I would have loved to have seen more "magical" items that did not specifically buff something or have some powerful daily effect. Items that put the mystery and specialness back into the magic I suppose. Still, I have to give the book thumbs up in most respects - well done WotC.
I'm loving it. I'm almost done reading it, and have already set several of the items in it into treasure parcels, including a magical version of one of the new weapons!
Just about every page has at least one "Ooooh!" item on it.
Ya, not a fan of all the pluses. But I really enjoyed the book and feel like it is a good first suppliment and also a good pick of the first suplliment.
While not every item is perfect (or perfectly balanced), this is hands down the best supplement released so far (I've bought everything 4e from WoTC). I'm looking to get a lot of mileage out of it (I get to use my new +2 dynamic weapon tomorrow).
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Its definitely worth it. I was just miffed about the small selection of weapons and mundane equipment. Its very well done though and almost a must have.
__________________ Jeffrey J. Visgaitis
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This ranks up there with the 3E Magic Item Compendium for me. I loved the MIC and AV gives me all of that for 4E. The addition of Reagents for spells was perhaps my favourite part and is woefully overlooked, imo, by the fans.
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There's just something weird about the travel times given. I'm pretty sure any flying creature is going to be faster than a land creature by a significant amount. I guess they didn't want to make them 'too good' or something.
I absolutely love it, although to be honest, the extra weapon types (especially the Superior weapons) are the biggest draw for me. No longer is the bastard sword the cream of the crop; other things can keep up with it, and you're not an idiot for specializing in axes, hammers, or spears.
I've already added an item from it to my game - the Shimmering robe. The party's Wizard thought it was Christmas.
I'm guessing player's, since magic items are now under their domain. But is there any information that should be withheld from them?
It's all appropriate for players. You may want to houserule some things, but there are no artifacts or major cursed items (there are a couple with minor curse effects.)
It's all appropriate for players. You may want to houserule some things, but there are no artifacts or major cursed items (there are a couple with minor curse effects.)
I reckon it's an option though to keep the MIs from Adventurer's Vault up the sleeve so to speak - but that's coming from a DM who was aghast at there being MIs in the 4E PHB.
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__________________ Want to see through my crystal ball and what's in store for 5E? Take a glance at my Dreams of 5th Edition
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I was a little disappointed that so much of the stuff was +x orientated. I would have loved to have seen more "magical" items that did not specifically buff something or have some powerful daily effect.
As someone who is still deciding whether or not to get AV, can someone opine on whether AV is a good buy even after stripping out all the +x items? I have the house rule that PCs automatically get +1 to attacks, damage and defenses at levels 3, 8, 13, ..., specifically to put "the magic" in magical items, and I wanted to know if AV is still a good buy.
Thanks.
__________________ I don't "tell stories" when I play D&D. I adventure. Afterward, when the gold is counted and the bodies piled high, we may tell stories about how it all went down. Or not.
As someone who is still deciding whether or not to get AV, can someone opine on whether AV is a good buy even after stripping out all the +x items? I have the house rule that PCs automatically get +1 to attacks, damage and defenses at levels 3, 8, 13, ..., specifically to put "the magic" in magical items, and I wanted to know if AV is still a good buy.
Thanks.
I'm assuming even with the stripping of +X's, you are still using the properties of those items in the core phb?
If so, I think you will still like this book. Even the +X items have some cool properties, and interesting daily effects. Further, you see a lot more items with at-will and encounter based powers, which allows you more variety. Finally since your campaign seems more "class" oriented instead of "magic item" oriented, there are several items in the book that let you recharge powers...which will give your players the ability to convert magic items into another expression of their innate awesome.
I will echo others, I think this is exactly the kind of book 4e needed, and it was done very well. Now I just need a splat to give me a whole bunch of new feats, paragon paths, and epic destinies and I think the system will start to have that "finished" look to it.
I enjoy reading it just for fun. That is a good sign of keeper. I love it as much as the magical item compendium from 3.5e.
As far as content is concerned:
lots of good material....a few broken items but nothing egregious. I hope one of my fellow players, a rogue, takes the alchemy feat....good assassin tools, fits the flavor of his character nicely. There are a few items I am going to have to request (or make myself).....especially hedge wizard gloves, nice flavor for my swordmage.
Now I just need a splat to give me a whole bunch of new feats, paragon paths, and epic destinies and I think the system will start to have that "finished" look to it.
I looked at a friend's copy and decided to invest in Encyclopedia Magica instead. Now I've got 5 versions of the rod of wonder, 2 versions of that 7 parts thingamabob, and more weapons, potions, etc. than I could ever need.
To be honest, it was a little more expensive than AV, but I think I'm going to get a lot more bang for my buck. Plus, now I can introduce the Sword of Sharpness (heretofore unknown to me) into my playgroup.
Look, you can view magic items as essentially stat boosters: they make your character better at doing things your character needs to do. Or, you can look at them as an opportunity to inject a bit of chaos and humor into your game.
I doubt I'm alone in saying most of my group loves wacky random effects and improvised rulings more than they love a balanced system. Statboosting is boring to me, and while not every item in AV is guilty of this, the majority are. Another healing surge. A reroll. +2 on endurance. Whoop de doo! How about a sword that can cut somebody's arm off? How about a Rod of wonder that might summon an attack t-rex!
I have hoping it would, but it doesn't have enough for me. All of the stuff is mainly geared towards the swordmage and races in the book. Nothing wrong with that, I have the book and I think it good, but not enough to finish it off for me.
I'm assuming even with the stripping of +X's, you are still using the properties of those items in the core phb?
Yes, a flamesword is still a flamesword. It's just not a +x flamesword.
Quote:
Originally Posted by Stalker0
If so, I think you will still like this book. Even the +X items have some cool properties, and interesting daily effects. Further, you see a lot more items with at-will and encounter based powers, which allows you more variety.
Cool, thanks.
Quote:
Originally Posted by Stalker0
Finally since your campaign seems more "class" oriented instead of "magic item" oriented, there are several items in the book that let you recharge powers...which will give your players the ability to convert magic items into another expression of their innate awesome.
I think of it as "PC oriented" (as opposed to "gear oriented"), but I take your point. Sounds good.
__________________ I don't "tell stories" when I play D&D. I adventure. Afterward, when the gold is counted and the bodies piled high, we may tell stories about how it all went down. Or not.