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<blockquote data-quote="Ferghis" data-source="post: 6041107" data-attributes="member: 40483"><p>As a player playing a game, my only use (in the sense that I use it as a resource that I can count on and plan for) for magic items is to tweak my character's abilities for a desired result. In other words, it's a part of character building. I would much rather see those kinds of options woven more directly into character building. In 4th edition I would take a power that slides 1 square and an item that increases slide range and a feat that would drop enemies prone if I slid them 2 squares. If I could do that without needing an item, I'd be happier within a system where magic was special and unique and wherein players requesting certain items would be considered unreasonable.</p><p></p><p>From an in-character perspective, it never made sense to me that certain skills went up just because we beat up some bosses. In a game where many skills aren't formalized, I'd rather players say "my character spent 5 years as a ranger in the northern forests after spending two years as a jeweler's apprentice." It's the years spent doing something that rate the skills learnt at that profession. I don't understand how a character goes on a two year epic adventure and turns out to be the best blacksmith in the land despite all those talented blacksmiths who have been at their craft for decades (if not centuries). </p><p></p><p>I will say that I think mid and high-level loot should move away from cash and towards things that fuel rituals or eve "epic" art. "You've found the lost chandelier of Castanamir!"</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6041107, member: 40483"] As a player playing a game, my only use (in the sense that I use it as a resource that I can count on and plan for) for magic items is to tweak my character's abilities for a desired result. In other words, it's a part of character building. I would much rather see those kinds of options woven more directly into character building. In 4th edition I would take a power that slides 1 square and an item that increases slide range and a feat that would drop enemies prone if I slid them 2 squares. If I could do that without needing an item, I'd be happier within a system where magic was special and unique and wherein players requesting certain items would be considered unreasonable. From an in-character perspective, it never made sense to me that certain skills went up just because we beat up some bosses. In a game where many skills aren't formalized, I'd rather players say "my character spent 5 years as a ranger in the northern forests after spending two years as a jeweler's apprentice." It's the years spent doing something that rate the skills learnt at that profession. I don't understand how a character goes on a two year epic adventure and turns out to be the best blacksmith in the land despite all those talented blacksmiths who have been at their craft for decades (if not centuries). I will say that I think mid and high-level loot should move away from cash and towards things that fuel rituals or eve "epic" art. "You've found the lost chandelier of Castanamir!" [/QUOTE]
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