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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 4011538" data-attributes="member: 54843"><p>I find it interesting that everyone is now crying foul that 4e won't be ignoring previous editions ENOUGH.</p><p></p><p>The funny thing is, even the people who think these changes didn't go far enough really have to acknowledge what a step forward this is. In 3e, attack bonuses increased with level but AC didn't (unless you were a monk), while magic item bonuses to AC stacked three or four times as high as attack bonuses. Obviously this meant that a magic-heavy game had a completely different balance than a magic-light game. That is GONE in 4e. The absolute worst-case scenario combat rejiggering you might have to do now is funnel some slightly lower-level monsters at the party if you've got no magic items in your campaign.</p><p></p><p>Beyond that, 4e seems to leave everything up to the DM. If you don't like high-magic campaigns, squabbling over exactly how many "item slots" a character should have, or what they should conform to (function or body part), seems really silly. What you want is for players not to have many magic items because they're RARE, not because, "Oh, I already have an arm/hand-slot item equipped." If you only want players to wear 3-6 magic items (as someone said), just make sure the DM doesn't hand out more than that. </p><p></p><p>By putting these harsher item restrictions into the core rules, all you'd be doing is trying to force everyone else to play by your preferences for no apparent reason. Of COURSE every player is going to want an awesome item in each slot, just like players in 3e want a Ring of Three Wishes at level 2. It's the DM's job to balance those desires against concerns about verisimilitude, challenge, and so on.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 4011538, member: 54843"] I find it interesting that everyone is now crying foul that 4e won't be ignoring previous editions ENOUGH. The funny thing is, even the people who think these changes didn't go far enough really have to acknowledge what a step forward this is. In 3e, attack bonuses increased with level but AC didn't (unless you were a monk), while magic item bonuses to AC stacked three or four times as high as attack bonuses. Obviously this meant that a magic-heavy game had a completely different balance than a magic-light game. That is GONE in 4e. The absolute worst-case scenario combat rejiggering you might have to do now is funnel some slightly lower-level monsters at the party if you've got no magic items in your campaign. Beyond that, 4e seems to leave everything up to the DM. If you don't like high-magic campaigns, squabbling over exactly how many "item slots" a character should have, or what they should conform to (function or body part), seems really silly. What you want is for players not to have many magic items because they're RARE, not because, "Oh, I already have an arm/hand-slot item equipped." If you only want players to wear 3-6 magic items (as someone said), just make sure the DM doesn't hand out more than that. By putting these harsher item restrictions into the core rules, all you'd be doing is trying to force everyone else to play by your preferences for no apparent reason. Of COURSE every player is going to want an awesome item in each slot, just like players in 3e want a Ring of Three Wishes at level 2. It's the DM's job to balance those desires against concerns about verisimilitude, challenge, and so on. [/QUOTE]
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