The Magic Items that WotC cannot publish

For what it's worth, it's just one guy saying this on his personal blog. I do recall that towards the end of 3.5e, we did get right-out broken magic items (with "wahoo" warning labels) in Dragon and in the Magic Item Compendium.
In the MIC? Really? Do you remember any?

Anyway, as I've mentioned before I'd like to see 'weapons of legacy' for 4e. While I can design my own using the guidelines in AV, the 3e book with it's interesting backstories was very inspiring.
 

log in or register to remove this ad


I think there is something very seriously wrong with WotC's design philosophy if they can't create and publish what players clearly want.

It's good they finally address the issue; it's just that I'm convinced their conclusion "What We Can Do About It: Nothing" is going in absolutely the wrong direction.

Don't they realize people will simply switch to other games if WotC's game becomes so balanced it becomes boring?!
 

I think what Peter is saying is that WotC can't publish them as regular magic items because they would be head and shoulders above any other regular magic items.

At the same time, they don't quite fit the mold of artifacts because they aren't as complex (possibly no concordance) or because of the built-in assumption that artifacts will only be with the PCs for a few levels before moving on.
Then they simply need to solve that.

Who set in stone there can only be two item categories?

The real problem is that 90% of all published regular items are utterly vanilla, bordering on the mind-numbingly boring.

I don't care that this is a consequence of some well-meant decision made previously. I only see it as the huge mistake it is.

Why play a fantasy game if there's no mystery, and where all "magic items" are as exciting to use as your toothbrush or vacuum cleaner?

WotC is going down the wrong path. Now they only need to realize it themselves.

Hint: not being "allowed" to create cool stuff because of the "rules" probably mean there's something wrong with the rules...
 

Really...so people want to go back to the era where your magic items definied your character?

Where a PC without magic items was basically a commoner with extra HP?

A 4e (non magic class) PC without magic items is STILL a fearsome character which is an improvement in my mind.

Besides, we have the artifact system and I don't understand WHY those magic items Chris P talked about use said system.
 

Really...so people want to go back to the era where your magic items definied your character?
No... "people" want to play a game where magic items aren't so boring they suck your skull dry. There's a difference. :cool:

I realize there's tension between these two goals, but really, how to both have the cake and eat it too is something we pay the designers to handle. :)
 

I think there is something very seriously wrong with WotC's design philosophy if they can't create and publish what players clearly want.

It's good they finally address the issue; it's just that I'm convinced their conclusion "What We Can Do About It: Nothing" is going in absolutely the wrong direction.

Don't they realize people will simply switch to other games if WotC's game becomes so balanced it becomes boring?!
Unfortunately, giving the players what they want is likely to be something that many DMs will not want, if it unbalances their games.

Come to think of it, another good place for these types of these magic items (or at least a discussion of them, with a few examples) would be the DMG along with artifacts, alternate rewards (divine boons, grandmaster training) and other things which some DMs might not be comfortable adding to their campaigns.
 

Why play a fantasy game if there's no mystery, and where all "magic items" are as exciting to use as your toothbrush or vacuum cleaner?

WotC is going down the wrong path. Now they only need to realize it themselves.

Hint: not being "allowed" to create cool stuff because of the "rules" probably mean there's something wrong with the rules...
See the post above. DM advice is the way to go, IMO.
 

No... "people" want to play a game where magic items aren't so boring they suck your skull dry. There's a difference. :cool:

I realize there's tension between these two goals, but really, how to both have the cake and eat it too is something we pay the designers to handle. :)

Which is the artifact system.

1. Artifacts are not under the control of the players. They can neither be created, bought or wished for by the players. The DM gets to decide when they are allowed.

2. Artifacts won't define the character since they move on after a few levels so a DM doesn't have to worry about dealing with the long term consequences of said artifacts.
 

Problem is they specifically said the artifact system wasn't the solution.

The solution isn't doing nothing (like how the blog says), the solution is designing a system that gives the game real magic items without wrecking the system.

I don't know how to do that - but then, I'm not paid to do that either.
 

Remove ads

Top