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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="steeldragons" data-source="post: 5914992" data-attributes="member: 92511"><p>I want a nice smattering of various, specific (if not "unique") magic items in the DMG.</p><p></p><p>I ALSO want a good page or two at the beginning (or the end, I'm not picky <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) of guidelines for DMs to make their own. If this entails a few "random tables" for those who like to let the dice determine such things, I have no qualms with that, either. But guidelines and examples of how to construct magic items that would be useful for, say, "low level", "mid-level" and "high level" characters. Coming up with anything from a "Wand that changes your skin color" to the "ancient lost artifact of uber-power."</p><p></p><p>Then, of course, I also want a nice list (doesn't have to be as long/many as the 1e DMG, necessarily, but a good few pages) of "Artifacts & Relics" with some backstory/history of the item involved, their powers, the ramifications of having them...curses or geas they instill, etc.</p><p></p><p>But in the PHB? If it's not one of the 4 most common potions they're going to find...No. I'm sorta on the fence on Alchemical items that players might find/buy/produce themselves...I'm leaning toward these things making sense in the PHB...but just not 100% sure.</p><p></p><p>That covers things. I think.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5914992, member: 92511"] I want a nice smattering of various, specific (if not "unique") magic items in the DMG. I ALSO want a good page or two at the beginning (or the end, I'm not picky ;)) of guidelines for DMs to make their own. If this entails a few "random tables" for those who like to let the dice determine such things, I have no qualms with that, either. But guidelines and examples of how to construct magic items that would be useful for, say, "low level", "mid-level" and "high level" characters. Coming up with anything from a "Wand that changes your skin color" to the "ancient lost artifact of uber-power." Then, of course, I also want a nice list (doesn't have to be as long/many as the 1e DMG, necessarily, but a good few pages) of "Artifacts & Relics" with some backstory/history of the item involved, their powers, the ramifications of having them...curses or geas they instill, etc. But in the PHB? If it's not one of the 4 most common potions they're going to find...No. I'm sorta on the fence on Alchemical items that players might find/buy/produce themselves...I'm leaning toward these things making sense in the PHB...but just not 100% sure. That covers things. I think. --SD [/QUOTE]
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Community
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Should magic items stay out of the next PHB?
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