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Community
General Tabletop Discussion
*Dungeons & Dragons
Should magic items stay out of the next PHB?
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<blockquote data-quote="Doug McCrae" data-source="post: 5909641" data-attributes="member: 21169"><p>It depends on the point of magic items. In about half the D&D games I've played, going back to 2e, we treated the magic items in the DMG much like the list of powers in character building games such as Champions or Vampire.</p><p></p><p>Most of our 2e games started higher than 1st level. Part of player creativity was giving one's PC a lot of wacky magic items at char gen time. That's how I came up with the 'deto mace' - a morning star that shoots its spiked heads and they exploded as fireballs! Pretty cool, eh?</p><p></p><p>The last time we played 3e, again we treated the magic items as part of the character build. As PCs levelled up, their gear became progressively more magical according to the wealth-by-level guidelines.</p><p></p><p>This approach means that the DM doesn't need to worry about what magic items to give out, they're part of the players' realm.</p><p></p><p>Another consideration is that throughout D&D's history, all the way back to OD&D, magic item creation has been an important function of high level casters such as magic-users and clerics. If a character can create magic items then he must know about their properties. So just as high level spells are in the PHB, the same should hold true for magic items.</p><p></p><p>Artefacts would be an exception to the above.</p><p></p><p>However the alternate approach is perfectly valid. This sees magic items, like monsters, and the dungeon map and key, as part of the DM's purview. Part of the world the PCs, and players, explore and learn about in the course of the game. This exploration (of the DM's mind!) is a big part of the point of play.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5909641, member: 21169"] It depends on the point of magic items. In about half the D&D games I've played, going back to 2e, we treated the magic items in the DMG much like the list of powers in character building games such as Champions or Vampire. Most of our 2e games started higher than 1st level. Part of player creativity was giving one's PC a lot of wacky magic items at char gen time. That's how I came up with the 'deto mace' - a morning star that shoots its spiked heads and they exploded as fireballs! Pretty cool, eh? The last time we played 3e, again we treated the magic items as part of the character build. As PCs levelled up, their gear became progressively more magical according to the wealth-by-level guidelines. This approach means that the DM doesn't need to worry about what magic items to give out, they're part of the players' realm. Another consideration is that throughout D&D's history, all the way back to OD&D, magic item creation has been an important function of high level casters such as magic-users and clerics. If a character can create magic items then he must know about their properties. So just as high level spells are in the PHB, the same should hold true for magic items. Artefacts would be an exception to the above. However the alternate approach is perfectly valid. This sees magic items, like monsters, and the dungeon map and key, as part of the DM's purview. Part of the world the PCs, and players, explore and learn about in the course of the game. This exploration (of the DM's mind!) is a big part of the point of play. [/QUOTE]
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Community
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Should magic items stay out of the next PHB?
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