Excellent point, this would be a great opportunity to add more of both to 5E. There are certainly a bunch of other Mordenkainen's X or Bigby's Y spells they could port over...There's also no lack of spells and magic items to draw from.
Excellent point, this would be a great opportunity to add more of both to 5E. There are certainly a bunch of other Mordenkainen's X or Bigby's Y spells they could port over...There's also no lack of spells and magic items to draw from.
Just like D&D without magic items.EDIT: because Greyhawk without magic items would be pretty sad, if you ask me.
Yes, well, that ship has sailed. But maybe for just one setting, we can go back to the days of high adventure, where characters can hope to claim one of the fabled treasures of yore...if they don't bleed out to a goblin's spear.Just like D&D without magic items.
Yes, well, that ship has sailed. But maybe for just one setting, we can go back to the days of high adventure, where characters can hope to claim one of the fabled treasures of yore...if they don't bleed out to a goblin's spear.
Who doesn't want to have a chance to wield the Rod of Lordly Might, or snicker at the puny Wizard's Tiny Hut while you relax behind the sturdy iron walls of your Daern's Instant Fortress?
And if they get too uppity, well, there's always one of the gems from your Helm of Brilliance available to incinerate them with!
One FR campaign style book is not a ton. Adventures set in the Realms are not FR setting books. I want to see a Greyhawk campaign setting book, but the Realms needs something more than the Sword Coast.I don't have a dog in this race. I'm not a fan of the setting, but I also don't know much about it and don't inherently dislike it. If 2024's revisited campaign setting is between the Forgotten Realms or Greyhawk, I would vote for Greyhawk just due to the fact that it isn't another Forgotten Realms book (which there have been a ton of in D&D 5e).
I heard he got arrested for showing that at parties.or stumble upon Heward's Mystical Organ!
Yeah like I said, let's make Greyhawk the setting where magic items are not optional, where ancient treasures lurk in hidden places, and ancient artifacts make their wills known.
EDIT: because Greyhawk without magic items would be pretty sad, if you ask me.
Is this really that common? That magic items are barely a thing?
Especially an artifact here and there, powerful but also a plot magnet - which frankly makes my job as DM of getting the PCs involved - that much easier.
I'm sure many of you know this, but for some older editions, specifically 2e and earlier (I don't have a ton of experience in 3 or 4), magic items were what gave a class more definition and ability as the character leveled. The 2e Fighter, aside from weapon specialization, gets basically nothing from level advancement but Thaco improvement and more HP. No abilities, no at wills, no spell like abilities, etc. So magic items were the only way to "power up" characters of all stripes.From what I've seen, and from comments I've gleaned online, it comes down to the fact that there are three subtypes of DM's out there (among many).
Ones that hate players getting anything, lol, or seem to, and are quite happy that magic items are not "required" (supposedly).
Ones that are very conservative about magic items, thinking they need to be rare or uncommonly seen in games.
Ones that aren't really sure how to incorporate magic items in their games, as the DMG guidelines don't really say "ok at level Y, players should have X magic items, including weapons/armor of bonus Z", so are hesitant.
When you broach the subject of magic items with them, reactions can range from anger, dismissal, or even "eyes widen in surprise" lol.
Adventurer's League used to be very conservative about magic items, to the point that I didn't start collecting any until we went on adventurers that allow for random loot, like Storm King's Thunder.