Philousk
Explorer
In other words, magic items will best adventurers, but so situational rather than universal. In addition, there will be for each of them an aura of mystery and history of their own making them rare and even unique. Basically there is no question of a mundane magical sword +1 too often found after defeating monsters also very interesting in terms of challenge. Unless SM stubbornly keep trying (though not recommended as they might destabilize the whole principle of the flattening of mathematics.)
What do you think?
For my part, I am relatively enthusiasm mainly because it will restore the nobility to the magic and mysterious side it is supposed to maintain. The overabundance of magic items in the game earlier editions tarnished this desired effect of strangeness such as respect or fear that they would normally generated by their supernatural character and legendary. Enthusiasm also as it will cause one less thing that counted on to lend themselves to the performance optimization that is boring. However, this transfer of philosophy about magic items raises some questions in me.
1. What will happen to the art of creating magic items (craft)? In light of what we portrayed Mike Mearls, it is likely that this will become even more inaccessible and abstruse (which I think would be good most of the time). Even the creation of magic items may require very specific esoteric specificities. For example, the crafting of Gorgon armor may need to be soaked in the blood of three of these creatures and to be forged in the midst of a volcanic gas pocket during the time necessary to achieve it (several weeks maybe).
2. If the magic items are rare, the high fantasy style game he will also place? When I speak, high fantasy, I think about the world of Jack Vance where magic abounds in going merchant ship floating in the sky through all the street lights of a city being lit by wisps. To summarize, the game should it necessarily be low fantasy?
3. My last point is not really a question but rather a wish. To make it more unique and fabulous experience to the magic items, I want two things:
a. Advice to their location within an adventure to find that one magic item is original and special. I will always remember when I played MERP, years ago, you could pass whole months of play sessions without finding a single magic item, but also the fascination when it happened. It was a high point in the scenario, a real reward in a hyper-dramatic. It was not commonplace in writing notes for the SM that PCs can find a magic sword by searching the corpses of the robbers gnoll killed. It was more of a after exploring the jungle for weeks and all its perils, you finally manage to find a translucent crystal pyramid and in the center, a demon trapped in temporal stasis holding Kainbûr, the forgotten sword of fallen kings ...
b. That for some magic items, these powers are growing as its possessor up levels or other requirements as related to the narrative, never under the crunch.
What do you think?
For my part, I am relatively enthusiasm mainly because it will restore the nobility to the magic and mysterious side it is supposed to maintain. The overabundance of magic items in the game earlier editions tarnished this desired effect of strangeness such as respect or fear that they would normally generated by their supernatural character and legendary. Enthusiasm also as it will cause one less thing that counted on to lend themselves to the performance optimization that is boring. However, this transfer of philosophy about magic items raises some questions in me.
1. What will happen to the art of creating magic items (craft)? In light of what we portrayed Mike Mearls, it is likely that this will become even more inaccessible and abstruse (which I think would be good most of the time). Even the creation of magic items may require very specific esoteric specificities. For example, the crafting of Gorgon armor may need to be soaked in the blood of three of these creatures and to be forged in the midst of a volcanic gas pocket during the time necessary to achieve it (several weeks maybe).
2. If the magic items are rare, the high fantasy style game he will also place? When I speak, high fantasy, I think about the world of Jack Vance where magic abounds in going merchant ship floating in the sky through all the street lights of a city being lit by wisps. To summarize, the game should it necessarily be low fantasy?
3. My last point is not really a question but rather a wish. To make it more unique and fabulous experience to the magic items, I want two things:
a. Advice to their location within an adventure to find that one magic item is original and special. I will always remember when I played MERP, years ago, you could pass whole months of play sessions without finding a single magic item, but also the fascination when it happened. It was a high point in the scenario, a real reward in a hyper-dramatic. It was not commonplace in writing notes for the SM that PCs can find a magic sword by searching the corpses of the robbers gnoll killed. It was more of a after exploring the jungle for weeks and all its perils, you finally manage to find a translucent crystal pyramid and in the center, a demon trapped in temporal stasis holding Kainbûr, the forgotten sword of fallen kings ...
b. That for some magic items, these powers are growing as its possessor up levels or other requirements as related to the narrative, never under the crunch.