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General Tabletop Discussion
*Dungeons & Dragons
October Playtest Packet - Magic Items, Updated XP, Monster Traits
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<blockquote data-quote="Thalain" data-source="post: 6029443" data-attributes="member: 6690749"><p>Somehow the balance of these items seems way off to me. We're limited to +1 weapons (except for the special ones) to go with the new flat math concept.</p><p></p><p>On the other hand, melee attackers (but only melee attackers) get a "girdle of make every weapon you might wield including those which already have bonuses at least +4 better than it is now" (assuming a Fighter with STR 20, going to 29).</p><p></p><p>I'm also not in favor of the new charges rule on staffs and wands. They are too luck-based in terms of using up your resources and only serve to encourage extra-cautious play instead of making full use of what you have. Most players will simply treat their valuable wands and staves as having appropriately fewer charges, always making sure they stay at 1 (or higher, if the DM rolls the recharge die). </p><p></p><p>A "burnout" mechanism is a good idea, but what if this just made the item temporarily unusable until you invest a few dozen / hundred GP into a 24-hour ritual?</p><p></p><p>I believe there's a lot of room for optimizing things - the balance of items and their scaling with level was much better with almost all previous editions.</p></blockquote><p></p>
[QUOTE="Thalain, post: 6029443, member: 6690749"] Somehow the balance of these items seems way off to me. We're limited to +1 weapons (except for the special ones) to go with the new flat math concept. On the other hand, melee attackers (but only melee attackers) get a "girdle of make every weapon you might wield including those which already have bonuses at least +4 better than it is now" (assuming a Fighter with STR 20, going to 29). I'm also not in favor of the new charges rule on staffs and wands. They are too luck-based in terms of using up your resources and only serve to encourage extra-cautious play instead of making full use of what you have. Most players will simply treat their valuable wands and staves as having appropriately fewer charges, always making sure they stay at 1 (or higher, if the DM rolls the recharge die). A "burnout" mechanism is a good idea, but what if this just made the item temporarily unusable until you invest a few dozen / hundred GP into a 24-hour ritual? I believe there's a lot of room for optimizing things - the balance of items and their scaling with level was much better with almost all previous editions. [/QUOTE]
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October Playtest Packet - Magic Items, Updated XP, Monster Traits
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