fireinthedust
Explorer
While planning for 5e games, I'd like to know how magic items are likely to be structured. Will we be seeing modifiers to attacks, armor, saves, or skill checks? Or are they expected to leave bonuses out, so high level characters will not be mandated to have magic items; and instead focus on abilities granted, including powers that are based on a character's proficiency bonus (just like how spells and attacks share the same modifier (ability plus proficiency) but have different effects)?
I know I could house rule everything, but let's face it: I just want to know RAW mechanics.
I think I could guess, based on the expected ability of a character of a given level to be able to hit a monster of that level. Like the Sphinx has its AC up, so could a non-magic-sword-wielding Fighter of the same level (iirc CR17) hit the Androsphinx, or is there a massive gap in difficulty that would need a +4 or +5 item bonus to compensate?
I'm not as numerate with statistics as I would like to be, so perhaps someone has already discussed this somewhere?
I know I could house rule everything, but let's face it: I just want to know RAW mechanics.
I think I could guess, based on the expected ability of a character of a given level to be able to hit a monster of that level. Like the Sphinx has its AC up, so could a non-magic-sword-wielding Fighter of the same level (iirc CR17) hit the Androsphinx, or is there a massive gap in difficulty that would need a +4 or +5 item bonus to compensate?
I'm not as numerate with statistics as I would like to be, so perhaps someone has already discussed this somewhere?