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Thread: Magic Items in D&D Next
Sunday, 8th July, 2012, 06:33 PM #71
Cutpurse (Lvl 5)
I hope with strange eons even the edition war may die.
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Sunday, 8th July, 2012, 06:40 PM #72
Spellbinder (Lvl 16)
The issue is that it took several editions to get something close to a modular system. Every edition have certain expectations of magic items to level and if you deviate a little too much, the game could break to all sorts of pieces.
So I hope there is a How to Run a No/Low/High Magic game section in the DMG.
Because if you are going to divorce magic items from the game math, you BETTER help me put it back in.
My beard is hairy.
Sunday, 8th July, 2012, 06:46 PM #73
Magsman (Lvl 14)
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A +1 of Evil Outsider and Undead Bane can be better than a +3 Longsword in many common situations for high level adventurers.
But how flavorful are these weapons really? Name-wise, they're cool, I suppose (well, Evil Outsider bane sounds a bit generic/mechanical, but okay).
But the real flavor comes from something like Sting, that glows in the presence of Orcs (or am I confusing swords and creatures? But you know what I mean). Whether it also grants a +2 enhancement bonus and +2d6 damage against Orcs is only secondary.
The cool stuff about the magic item rules described by WotC so far is definitely the part of history generation and this possibly even affecting the item's abilities.
Too much attention may have been given in 3E and 4E (maybe even before) to combat mechanics of these. I am not saying they are unnecessary or shouldn't exist - but I am saying that the non-combat elements should get some emphasis as well. A Flaming Longsword shouldn't just deal +1d6 fire damage or deal fire damage instead of weapon damage, it could keep you warm, for example.
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Sunday, 8th July, 2012, 07:35 PM #74
Waghalter (Lvl 7)
I think I can agree that there should be some form of guidelines as to how to adjust encounters based on the + of the weapon. Back in the 1e days we just winged it because there were no guidelines and things usually worked out ok. But guidelines would definitely have helped especially the neophyte DM.
That being said, I do think that too much emphasis is being placed on the + of the weapon. Even with the flat math I don't think it's a gamebreaker! "Ok, this encounter was too easy, let me tweak the next one a bit." By the time you get to the final encounter you should have a good handle on it. (And again, guidelines will help with this.)
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Sunday, 8th July, 2012, 08:24 PM #75
Thaumaturgist (Lvl 9)
I think that article gave me what I needed to help reinvigorate my playtest.
Sunday, 8th July, 2012, 10:06 PM #76
Myrmidon (Lvl 10)
With refluffing and reflavoring, there's a heck of a lot of stuff that can be handled by using the mechanics of 4E, game rules as written, that might not initially seem supported. In addition, an important thing to remember is that not everything done in a typical RPG session is a "game".
When the party talks to a local lord, and just roleplays everything out, that's not a game. Even though the DM is operating without rules guidance from a game designer, he is still not playing game designer, because there's no game there.
It's possible to have fun with just about anything. That doesn't mean it's a good, or not-broken game.Depends on the end goal. If the primary end goal is to build a game that incorporates fantasy tropes and enables a group to play though exciting adventures, you can do that and have fun with a game that doesn't value mechanical balance.
OK, it should be obvious that every post on 5E comes with a big fat implied disclaimer of "If 5E is meant to be a game that I'll want to play, then..."That's not broken. It's just not producing a game that conforms to your desires. Claiming that it requires "fixing" because it's broken isn't true.
If WotC has given up on me, and what I desire, then I guess that's their prerogative. But that's not been what they've been saying.
It's broken to me. It needs fixing to appeal to me. That's all the weight any of our opinions on this can carry.
We're currently being sold on 5E as a game to appeal to fans of all past and present editions of D&D. That includes 4E fans like me who are accustomed to, and expect, solid balanced encounter rules. If it fails to do that successfully, then it is broken.It requires modification to match your desires, just like I would have to modify a Honda bought at your typical dealer to do all of the weird off-road shenanigans that they pull on Top Gear. In both of our cases, we might have been better served choosing a product closer to our initial desires in the first place. But in neither case are we "fixing" something broken.
If I buy a Honda advertised to be great off-road, and it isn't, and I have to modify it myself, then yes, it was "broken". It did not live up to its expected performance.
Monday, 9th July, 2012, 12:57 AM #77
Grandmaster of Flowers (Lvl 18)
Never mind the vagaries of the dice - sometimes an easy challenge turns deadly due to good/bad rolls in the wrong places; other times something that should be nigh-impossible becomes a pushover for the same reason.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *DM: Telenet 1984-1994, Riveria 1995-2007, Decast 2008 -->* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Monday, 9th July, 2012, 01:02 AM #78
Cutpurse (Lvl 5)
Monday, 9th July, 2012, 01:20 AM #79
Guide (Lvl 11)
<dl><dd>Helen: Right now, honey, the world just wants us to fit in, and to fit in, we just gotta be like everybody else.</dd><dd>Dash: But Dad always said our powers were nothing to be ashamed of. Our powers made us special.</dd><dd>Helen: Everyone's special, Dash.</dd><dd>Dash: Which is another way of saying no one is.</dd></dl>
Monday, 9th July, 2012, 01:41 AM #80
Guide (Lvl 11)
What if it wasn't? What if eyeballing the difficulty of an encounter was both easy and forgiving? In my experience, this need to finely tune the power of any encounter is a product of the later editions and their ever-escalating power curves. Removing that curve (i.e. Bounded Accuracy) removes a great deal of the level-based sensitivity of the system in the first place.