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<blockquote data-quote="PeelSeel2" data-source="post: 4123683" data-attributes="member: 35016"><p>If 4e went the way of 3.x with magic items, I would not play it. I grew up on older versions of D&D and I hate the thought of magic items shop and them being common, even needed to survive. If they are common it creates a world like Eberron (great setting BTW), which is nice if you want to play that. It sucks if you do not. 3.x magic item creation was a knee-jerk reaction to item creation in 2e. Their is a happy medium between the two, and from what I have read, 4e seems to have captured that.</p><p></p><p>If the magic items ability is based off from the level of the character using it (which I believe it is), it takes away the need to have magic shops, etc. That magic +1 sword you found at 3rd level (Because swords go up by 1 every 3 character levels I believe) will do you fine at 18th level (being a +6 in your hands at that level!!). Then finding a magic item is truly magical. You have found the Magic Sword of King Ugner, who used it all his life. You have not found generic +1 sword to be bartered off for that +3 generic sword. You may only find that one sword in your lifetime, but it is useful all your life! Also, if you 'unlock' abilities in the magic item as levels progress, it would be cool (again, I believe this is the way some items will work). Hey, I found the wand of ArchMage Fenton. I didn't find that +1 wand which is useful in the early part of my career. I could use it the whole time!! It has VALUE. As a valuable item, I am not going to sell it. It never out lives it's usefulness.</p><p></p><p>That system in an of itself would bring back the mysticism of magic items, and it keeps them simple. It also gives reason why people VALUE them. If you had one, you do not want to sell it! You do not need to sell it.</p><p></p><p>Thats my 3.5 cents worth.</p></blockquote><p></p>
[QUOTE="PeelSeel2, post: 4123683, member: 35016"] If 4e went the way of 3.x with magic items, I would not play it. I grew up on older versions of D&D and I hate the thought of magic items shop and them being common, even needed to survive. If they are common it creates a world like Eberron (great setting BTW), which is nice if you want to play that. It sucks if you do not. 3.x magic item creation was a knee-jerk reaction to item creation in 2e. Their is a happy medium between the two, and from what I have read, 4e seems to have captured that. If the magic items ability is based off from the level of the character using it (which I believe it is), it takes away the need to have magic shops, etc. That magic +1 sword you found at 3rd level (Because swords go up by 1 every 3 character levels I believe) will do you fine at 18th level (being a +6 in your hands at that level!!). Then finding a magic item is truly magical. You have found the Magic Sword of King Ugner, who used it all his life. You have not found generic +1 sword to be bartered off for that +3 generic sword. You may only find that one sword in your lifetime, but it is useful all your life! Also, if you 'unlock' abilities in the magic item as levels progress, it would be cool (again, I believe this is the way some items will work). Hey, I found the wand of ArchMage Fenton. I didn't find that +1 wand which is useful in the early part of my career. I could use it the whole time!! It has VALUE. As a valuable item, I am not going to sell it. It never out lives it's usefulness. That system in an of itself would bring back the mysticism of magic items, and it keeps them simple. It also gives reason why people VALUE them. If you had one, you do not want to sell it! You do not need to sell it. Thats my 3.5 cents worth. [/QUOTE]
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