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<blockquote data-quote="Balesir" data-source="post: 6030889" data-attributes="member: 27160"><p>OK, the system I would propose is:</p><p></p><p>1) Magic items should be items that player characters can make. It might be difficult, require quests or whatever, but there should be some possible "game" or space for character customisation that assumes player choice (within a resource framework) over the items their character has. Such items will, logically, be governed by some kind of market in the game world. These items should be graded by the character level at which their production should be feasible. This will translate into the size/xp value of encounter/dungeon that would be appropriate in order for them to be a reasonable "prize".</p><p></p><p>2) The 4E split of "Artifacts" into items of any "level" that exist purely for GM/"story"/world setting reasons was, to my mind, genius. This establishes a class of item that cannot be made by any in the game world - not even NPCs (except, perhaps, gods). These items have a completely different function from the "normal" magic items described above. They are the GM's "toys" to distribute, manipulate and take away at whim. They are really not part of any character - they are part of the world/story itself.</p><p></p><p>Keeping that split - and cleaning it up/clarifying it for the altered DDN design aims (which I think <strong><em>still</em></strong> haven't been properly or clearly enunciated - "please everyone" is <strong><em><u>not</u></em></strong> a design brief) - is where I really want to see magic items go.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6030889, member: 27160"] OK, the system I would propose is: 1) Magic items should be items that player characters can make. It might be difficult, require quests or whatever, but there should be some possible "game" or space for character customisation that assumes player choice (within a resource framework) over the items their character has. Such items will, logically, be governed by some kind of market in the game world. These items should be graded by the character level at which their production should be feasible. This will translate into the size/xp value of encounter/dungeon that would be appropriate in order for them to be a reasonable "prize". 2) The 4E split of "Artifacts" into items of any "level" that exist purely for GM/"story"/world setting reasons was, to my mind, genius. This establishes a class of item that cannot be made by any in the game world - not even NPCs (except, perhaps, gods). These items have a completely different function from the "normal" magic items described above. They are the GM's "toys" to distribute, manipulate and take away at whim. They are really not part of any character - they are part of the world/story itself. Keeping that split - and cleaning it up/clarifying it for the altered DDN design aims (which I think [B][I]still[/I][/B] haven't been properly or clearly enunciated - "please everyone" is [B][I][U]not[/U][/I][/B] a design brief) - is where I really want to see magic items go. [/QUOTE]
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