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2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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<blockquote data-quote="Yaarel" data-source="post: 9212281" data-attributes="member: 58172"><p>Using expected Wealth for any form of mechanical balance is a failure waiting to happen.</p><p></p><p>I would rather have the magic items assigned accurately to each TIER: 0, 1−4, 5−8, 9−12, 13−16, 17−20, 21−24, 25−28</p><p></p><p></p><p>For example.</p><p></p><p>Common items equate to the Background Tier 0. The DM can hand out these like candy. They are normally utilitarian or consummable like Healing Potion, and never involve a +1 to any d20 math.</p><p></p><p>The higher tiers help the DM get a better sense of how much power the DM is actually introducing into the math via these items.</p><p></p><p>Tiers 1−4 and 5−8 can grant +1, with increasing magical effects.</p><p></p><p>Tiers 9−12 and 13−16 can grant +2, likewise with increasing magical effects.</p><p></p><p>The shift from 5−8 to 9−12 includes improvements such as from occasional flight to always-on flight during 9−12.</p><p></p><p>Altho both tiers 9−12 and 13−16 grant +2, the shift in magical effects is pronounced, when moving from the highest powers of the Lord of the Rings genre into the Batman of the superhero genre.</p><p></p><p>Tiers 17−20 and 21−24 grant +3, and the highest spell slot effects and similar.</p><p></p><p>Anything 25−higher is an "Artifact".</p><p></p><p></p><p>The most important goal is to give the DM an ACCURATE sense of how much gaming power a magical item is worth.</p><p></p><p>With this actual value of a magic item, the DMs Guide can easily assign gp prices for items from each tier, for those DMs who want to make some items available thru noncombat purchases.</p><p></p><p>Likewise the tiers help the DM decide how to go about a player character crafting a magic item.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9212281, member: 58172"] Using expected Wealth for any form of mechanical balance is a failure waiting to happen. I would rather have the magic items assigned accurately to each TIER: 0, 1−4, 5−8, 9−12, 13−16, 17−20, 21−24, 25−28 For example. Common items equate to the Background Tier 0. The DM can hand out these like candy. They are normally utilitarian or consummable like Healing Potion, and never involve a +1 to any d20 math. The higher tiers help the DM get a better sense of how much power the DM is actually introducing into the math via these items. Tiers 1−4 and 5−8 can grant +1, with increasing magical effects. Tiers 9−12 and 13−16 can grant +2, likewise with increasing magical effects. The shift from 5−8 to 9−12 includes improvements such as from occasional flight to always-on flight during 9−12. Altho both tiers 9−12 and 13−16 grant +2, the shift in magical effects is pronounced, when moving from the highest powers of the Lord of the Rings genre into the Batman of the superhero genre. Tiers 17−20 and 21−24 grant +3, and the highest spell slot effects and similar. Anything 25−higher is an "Artifact". The most important goal is to give the DM an ACCURATE sense of how much gaming power a magical item is worth. With this actual value of a magic item, the DMs Guide can easily assign gp prices for items from each tier, for those DMs who want to make some items available thru noncombat purchases. Likewise the tiers help the DM decide how to go about a player character crafting a magic item. [/QUOTE]
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2024 needs to end 2014's passive aggressive efforts to remove magic items & other elements from d&d
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