MarkChevallier
First Post
It's very popular to be dismissive of +x items, and the magical Christmas tree. I'm speaking of items that give a numerical bonus to an activity or score that a PC otherwise has, and which doesn't give a new ability or interesting feature that otherwise doesn't exist. So, +3 longsword, +2 chainmail, +4 cloak of resistance... that kind of thing.
But these items have been around in all editions of D&D. They form part of a shared lingua franca of the game - a player who boasts of having a +5 greatsword is making a bold boast indeed, one understood by everyone. If the next edition is attempting to recreate the D&D of nostalgia, I don't think it'll drop these items (even if I think it will attempt to make their ownership unnecessary for "math" reasons).
I personally believe they'll make a return. I don't have the same dislike of them, in themselves, as other people do, so I thought I'd muster something of a defence of the concept.
So, I think it's important to understand why they're disliked. There are several good arguments why people seem to dislike +x items.
OBJECTIONS
There may be other reasons to dislike them - but those are the ones that occur to me.
But why like them? What do they actually give to the game?
BENEFITS
What do you think? Have I missed any objections or benefits out? Misweighed them in my assessment? Or are you in agreement?
But these items have been around in all editions of D&D. They form part of a shared lingua franca of the game - a player who boasts of having a +5 greatsword is making a bold boast indeed, one understood by everyone. If the next edition is attempting to recreate the D&D of nostalgia, I don't think it'll drop these items (even if I think it will attempt to make their ownership unnecessary for "math" reasons).
I personally believe they'll make a return. I don't have the same dislike of them, in themselves, as other people do, so I thought I'd muster something of a defence of the concept.
So, I think it's important to understand why they're disliked. There are several good arguments why people seem to dislike +x items.
OBJECTIONS
- They're boring. This is true, kind of. They are less inherently interesting than an item with a rich history and flavoursome powers. Players can soon overlook them as treasure - if you already have a +3 sword, a +1 sword is essentially a waste.
- They screw up the "math" and create a Christmas tree effect. This is true, depending on how they're implemented. It's certainly true in 4E and 3E, because both those games have the notion of certain monsters and traps being a challenge at certain levels baked into the rules. So they have to guess the (for example) to-hit bonuses of characters at those levels and make the monsters armour class match. Older editions didn't have the same problem as they relied on the GM eyeballing the challenge of a particular monster as appropriate to a given party or adventure.
There may be other reasons to dislike them - but those are the ones that occur to me.
But why like them? What do they actually give to the game?
BENEFITS
- Nostalgia factor. A very minor benefit, irrelevant to many if not most players, but a genuine small pleasure to some which should not be overlooked without good cause.
- Part of the common language of the game. This is related to point 1, but isn't identical. A player can quite easily understand how good a weapon of a certain bonus is, those facts, those numbers, are understood. Finding a sword +5, you understand it to be a major treasure. A sword +1 is great when you're low-level. The same is not true of weapons with unique powers - is a dragonbane sword better than a anti-dragon blade? Is a greater sword of heroes superior to a warlord sword of command? (Those weapons might be great items in their own right, of course - but they lack the "shared language" feature, unless they're famous like Holy Avengers.)
- They allow GMs to give out useful treasure-based rewards without having to worry or think about them too much. This is a genuine advantage. Players are usually pleased to get them, and many GMs will not want to worry overly about creating history or unique powers for every item. This is relevant only in relatively magic-rich settings, of course, but that is the default for D&D, historically.
- The "math" challenge (objection 2 above) can be met and overcome by 5E: I doubt 5E will return to eyeballing challenges from monsters, but it is possible to make the presence of magic items included in the assessment, by saying something like - "if a party is equipped with weak magical equipment, increase their challenge level by 1, with medium magical equipment, by 2" and so forth. This would allow for non-equipped parties and magically bountiful ones to both be evaluated by whatever challenge system they come up with.
- Lastly, items with unique powers tend to be less generically useful than a simple bonus. As such, they put some pressure on a GM to introduce situations where their powers will be useful, so a PC can feel the benefit of their items. Not all GMs want to feel this pressure, and not all campaign philosophies are well suited to it (for example, a pure sandbox style game).
What do you think? Have I missed any objections or benefits out? Misweighed them in my assessment? Or are you in agreement?