Mkay. So a friend of mine got the books from buy.com and was nice enough to let me peruse them last night. I got a good look at the PHB and the DMG but I only got about 15 minutes with the MM.
Let's just say... Best. Edition. Evah.
The team delivered on so many levels. Just really great work.
Now, onto my question...
Because low-magic is so near and dear to my heart, the first thing I was rifling through the books for were the expected PC bonuses at each level for magic items. You know, the ones that would make getting rid of magic items (for the most part) easy to do.
But I couldn't find it.
I found the Magic Item parcels. Is that what was being mentioned?
I'm summoning Mearls because he mentioned removing magic items in a previous post and I was wondering if that section was removed from the PHB or the DMG. Or if maybe I was misinterpreting what he said.
I'm co-summoning Wyatt because in the DMG there was a blurb under (I think) campaigns that talked about the default assumptions of a D&D world and that those could be changed. I read the one about making magic mysterious and rare and I was like "YES! PLEASE!"
But I didn't see any guidelines on how to do that.
Maybe someone who has had more time with the books (like the developers ) can share their insight/wisdom?
Let's just say... Best. Edition. Evah.
The team delivered on so many levels. Just really great work.
Now, onto my question...
Because low-magic is so near and dear to my heart, the first thing I was rifling through the books for were the expected PC bonuses at each level for magic items. You know, the ones that would make getting rid of magic items (for the most part) easy to do.
But I couldn't find it.
I found the Magic Item parcels. Is that what was being mentioned?
I'm summoning Mearls because he mentioned removing magic items in a previous post and I was wondering if that section was removed from the PHB or the DMG. Or if maybe I was misinterpreting what he said.
I'm co-summoning Wyatt because in the DMG there was a blurb under (I think) campaigns that talked about the default assumptions of a D&D world and that those could be changed. I read the one about making magic mysterious and rare and I was like "YES! PLEASE!"
But I didn't see any guidelines on how to do that.
Maybe someone who has had more time with the books (like the developers ) can share their insight/wisdom?