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<blockquote data-quote="James Gasik" data-source="post: 8556312" data-attributes="member: 6877472"><p>Yes, you can adjust for a wide disparity in power with magic items; an intelligent magic sword was intended to be a balancing factor for Fighters vs. magic types at higher levels. Only a few items really make casters better at what they're doing, and most either grant utility or shore up their weak points, while just about anything makes a non-magic guy better.</p><p></p><p>This has been true in every version of the game (and is still true in 5e, but don't tell the 5e players- they have this idea that magic items are optional and the game runs just fine without them. It doesn't take long to peruse any forum before you see caster/martial imbalance threads that go on for dozens of pages, and this point is rarely, if ever broached).</p><p></p><p>D&D is a game about challenging the odds to get cool swag. That swag is integral to the game's balance. Unfortunately, many DM's don't get that, and thus you get Monty Haul DM's, Scrooge DM's, and DM's who solely rely on randomly generated items.</p><p></p><p>Then, you look at published adventures, who often have not only large amounts of weaker magic items, but the majority are things players want; rings and cloaks of protection, commonly used magic weapons and armor, potions, scrolls and wands. Rare is the published module that is like "hey, you killed the evil Duke, in his hoard you find...a folding boat, a Bohemian Ear-Spoon +2, Ring Mail +1, and Bracers of Brachiation!"</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8556312, member: 6877472"] Yes, you can adjust for a wide disparity in power with magic items; an intelligent magic sword was intended to be a balancing factor for Fighters vs. magic types at higher levels. Only a few items really make casters better at what they're doing, and most either grant utility or shore up their weak points, while just about anything makes a non-magic guy better. This has been true in every version of the game (and is still true in 5e, but don't tell the 5e players- they have this idea that magic items are optional and the game runs just fine without them. It doesn't take long to peruse any forum before you see caster/martial imbalance threads that go on for dozens of pages, and this point is rarely, if ever broached). D&D is a game about challenging the odds to get cool swag. That swag is integral to the game's balance. Unfortunately, many DM's don't get that, and thus you get Monty Haul DM's, Scrooge DM's, and DM's who solely rely on randomly generated items. Then, you look at published adventures, who often have not only large amounts of weaker magic items, but the majority are things players want; rings and cloaks of protection, commonly used magic weapons and armor, potions, scrolls and wands. Rare is the published module that is like "hey, you killed the evil Duke, in his hoard you find...a folding boat, a Bohemian Ear-Spoon +2, Ring Mail +1, and Bracers of Brachiation!" [/QUOTE]
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