I'm A Banana
Potassium-Rich
Blackbrrd said:Well, DnD has had an arbitrary limit in some way. For instance max 2 rings, 1 necklace, and so on. Now they are limiting it to 3 items instead.
About your point about "don't give them", I think that's a worse solution, especially for long campaigns. Some of the fun in DnD is getting magic items and this solution really limits you as a DM in a long campaign. For instance a level 1-12 campaign lasting several years, it will be a bit sad only getting three magic items in that time.
Some of the issue with this logic is that it implies that 3 magic items is fine, but 4...now that's TOO MANY. Or with the experimental rule, that CHAMOD items is fine, but CHAMOD+1 is overkill.
That's silly to me. It's arbitrary and weird. I don't think the game should come down on this point. If I pick up six magic swords and a pair of Magic Mormon Underpants, I don't see why I shouldn't be able to use them all. Since magic items are raw power ups and are entirely optional, the DM should give out only what she expects to be used.
You don't need to limit the magic items to 3 if you're in a long term campaign. You should be able to pick up 6 or 7 and not have it be an issue. You should be able to use all of them and not have it be an issue (except that perhaps you're stronger than a typical person of your level).