Here's the key part.
Fighters and barbarians aren't simple..
Each has a simple subclass.
There are no simple classes in fifth edition..
If you want to make a simple arcane Castor or a simple divine caster, it would be the first simple class officially in the game.
There are simple subclass...
Im not against +X items. +X items are traditional and I think they should exist.
But not be the norm.
Like I'm okay with +1 swords and spears being everywhere and mass produced in the long past Gorden Age or The Empire or The Ancient Kingdom or poured on via magic oils.
I wouldn't go above...
Meaning magic items should be less +X and more turning weapon or spell damage to another damage types or giving new language or some weird alternative feature.
5e was designed around 0 +X magic items.
But 5e was designed around getting non +X magic items in a slow increasing escalation. But that was subtle and not explained.
Yeah.
"Simple" classes is really just having 1 subsystem.
Just Spell Slots
Just Spell Points
Just Cantrips
Just "I attack"
Just Cure Wounds
Just Rage
Just High Skill Rolls
4e gave answers.
1e and 3e gave the answer but hid it in another answer. So if you ignored the Magic Item Tables or Wealth by Level table, you accidentally broke the system if you didnt include a replacement.
5e 2014 ducks the question and forces to to figure it out on your own.
Thats who the Treadmill typically was for. Weapon users using weapons..
Only 4E put it on spellcasters, as well.
But most of them never learn how many Magic items the game was designed around. Because the game always dances around giving answers.
If the game is designed around player...
It still was a Treadmill in 1e and 2e.
If you needed a +1 item by a certain level to deal damage to any extra planar monster, still needed a + 1 item to deal damage to that monster by that level. The only real difference is that it was more of an on off switch. You either couldn't damage the...
5E 2024 finally categorized feats into groups.
Maybe by 6E magic items and feats could be categorized by pillar or seriousness, so a DM can say you can only choose "Combat" feats because im only dropping "Flavor" and "Exploration" magic items or vice versa.
Yes magic items was a slider..
But in 4 of the 5 editions, it was also tied to the power of the game. And ingrained, in a helm, many of the classes worked. So A DM literally had to change the base game if they strayed from the base assumption.
And that's something that many, or even most DM's...
It would be something that you do not add-on top of fif edition..
Attaching Attunement slots to Constitution or charisma, or both would be part of the calculus and design of all classes from the start. When you redo the entire game.
Like, I want theorized, creating a simple RPG where you got...
There was a problem.
Magic item dispensary was DM based but thr game and/or the players were dependent on it.
But a third of DMs dont read the DM book and a third dont like being told what to do. So the handing out often caused a problem.
This is why the more DM suggestions become core player...
I mostly just wish DOAM of weapons to be bludgeoning damage.
I always mentally see it as the shockwave of the weapon crashing with armor or shield or the hard dodge of jumping out the way and hitting a wall or the floor.
I think D&D suffers because the primary audience and designers arent the...