Lanefan
Victoria Rules
Agreed, with a further broken factor being the cheap g.p./x.p. cost of some of those constantly-seen items (again looking at Wand of CLW).To be honest, for me the perfect system would be somewhere between the two. Third editions transparency combined with its use of XP costs as a balancing feature was in many was quite inspired. But turning gold into a veritable secondary chargen point buy system, and reducing magic down to a "vending machine" model made it overly commoditized, far too easily broken (see 'wand of cure light wounds') and demystified.
Sounds rather hideous, but whatever.That being said, I've played around with different mechanics for making magic "inaccessible, strange, ancient, rare, lost, eclectic", mysterious and numinous, and the big problem with them is that though I think they work pretty well, they shift to much mechanical burden on to the GM. It only really works to make magic mysterious and numinous if you have a system that does the book keeping for you.
I think ultimately, table top roleplaying games will morph into a quasi-electronic system that runs off table apps and the like. I can imagine spells being cast by pressing barcodes up to phones or tablets to automatically do the bookkeeping, and DMs able to send messages from their app to all players like 'new round', 'new hour', 'new day', 'short rest', 'long rest', etc. to allow automatically updating resources, effect durations, and what not.
I don't understand, though, how this has anything to do with the sentences following:
I've never had that problem, at least not enough to notice it, and the whole point is that magic is intentionally supposed to be mysterious, quirky, and sometimes downright risky. The idea is that when you find a magic item in the field you have no real clue what it does unless you happen to have seen it in use. You have to field-test. You have to experiment. Maybe you have to burn a 100+ g.p. pearl and drop an ID on it. You have to take the risks.At that point, you could have players owning items that they don't fully understand yet. But as it is, eclectic items with quirks and unidentified powers are really burdensome in play.
And you have to take the time.
Both the players and the DM have to take the time to record what's found (an item-numbering system is useful here; can't recommend it highly enough!) and then on the player side track your discoveries about it. And if that's "shifting too much mechanical burden onto the DM", I certainly don't see it as such. If anything, it shifts some burden on to the player who takes on the role of party treasurer (which is usually me in any game I play in, if only so I don't end up as mapper).
Other than minor things like scrolls and potions, I don't mind having item creation be something that simply isn't done by adventuring PCs at all; as I'd rather they focus on field work (in other words, adventuring). That said, I've no objection to having (most) items be commissionable at significant cost from an NPC artificer, with such construction taking months or even years depending what is being crafted and enchanted.As for magic item creation, I'd like to see a model move to research/recipe + XP cost, plus perhaps power ingredients, sacrifices, rituals and so forth to help defray XP costs.
Lan-"and yes, our parties do map the dungeons they explore"-efan