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<blockquote data-quote="lkj" data-source="post: 3930384" data-attributes="member: 18646"><p>I see where you're coming from, but I don't think that would necessarily be the case. Less item dependence doesn't necessarily mean less magic availability. It just means that getting magic items isn't absolutely necessary for survival.</p><p></p><p>Your point, however, brings up a separate issue. Sunder can be problematic for two reasons: 1) If characters rely on magic items to survive; 2) If it's a low magic campaign where magic items are very rare.</p><p></p><p>I've run the latter many a time. My basic approach would probably be to make sure that sundering is pretty hard to do (by houserule if necessary) or to allow the weapons to be repaired (as others have pointed out). </p><p></p><p>In a low magic item availability campaign, I'd lean toward the first option. I'd basically just make it pretty hard to break a magic weapon-- one of the many reasons they'd be so valued given their rarity. If I did it perfectly, I'd still let weapons be sundered occasionally but it would be a big deal that is worked up to somehow (like, say, with Narsil)</p><p></p><p>But I haven't thought it through in much detail. I suspect the designers probably have and I'll be interested to see what they come up with (and to see whether I like it).</p><p></p><p>I think it's an general issue with this kind of discussion-- We simply don't have enough info yet to judge an indvidual rule in 4e. Problems we envision with an individual change might well already have been addressed in the full ruleset. </p><p></p><p>I like the discussions regardless. It's fun (although I do avoid the debates where people are getting worked up. I don't find that very fun-- at least on an internet board. In person is another matter . . .) But in the end, I"ll probably buy the Player's Handbook when it comes out, read through it, and decide whether it's worth switching then.</p><p></p><p>But till then, it's fun to speculate. </p><p></p><p>Cheers,</p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 3930384, member: 18646"] I see where you're coming from, but I don't think that would necessarily be the case. Less item dependence doesn't necessarily mean less magic availability. It just means that getting magic items isn't absolutely necessary for survival. Your point, however, brings up a separate issue. Sunder can be problematic for two reasons: 1) If characters rely on magic items to survive; 2) If it's a low magic campaign where magic items are very rare. I've run the latter many a time. My basic approach would probably be to make sure that sundering is pretty hard to do (by houserule if necessary) or to allow the weapons to be repaired (as others have pointed out). In a low magic item availability campaign, I'd lean toward the first option. I'd basically just make it pretty hard to break a magic weapon-- one of the many reasons they'd be so valued given their rarity. If I did it perfectly, I'd still let weapons be sundered occasionally but it would be a big deal that is worked up to somehow (like, say, with Narsil) But I haven't thought it through in much detail. I suspect the designers probably have and I'll be interested to see what they come up with (and to see whether I like it). I think it's an general issue with this kind of discussion-- We simply don't have enough info yet to judge an indvidual rule in 4e. Problems we envision with an individual change might well already have been addressed in the full ruleset. I like the discussions regardless. It's fun (although I do avoid the debates where people are getting worked up. I don't find that very fun-- at least on an internet board. In person is another matter . . .) But in the end, I"ll probably buy the Player's Handbook when it comes out, read through it, and decide whether it's worth switching then. But till then, it's fun to speculate. Cheers, AD [/QUOTE]
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