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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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4e Level 30 Magic Items. Who makes these things?
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<blockquote data-quote="Vocenoctum" data-source="post: 4396960" data-attributes="member: 2477"><p>Well, as I said above, in 3e you could easily have enchanted that ancestral blade and continued to advance it. Sure you might have to trade an NPC mage some of that other stuff you got in the dungeon, but the option is there.</p><p></p><p></p><p></p><p>I much prefer the treasure to have the party in mind also. Granted, that hasn't been the way D&D defaulted to over the various editions, but it's a nice idea.</p><p></p><p>3e didn't introduce random magic items, it just gave the players an out to make use of the useless. It gave the players control over what their characters had.</p><p></p><p></p><p></p><p></p><p>Hopefully there's a Weapons of Legacy type book at some point, but again, 4e isn't like that. You get Magic Items in About AN Hour...</p><p></p><p>No more magic walmart, now magic items are the photo-booth outside the walmart...</p><p></p><p></p><p>So, my points:</p><p>1) 4e doesn't entice players to keep magic items by making them more enticing, but by increasing the penalty for changing them to what you want.</p><p>2) 3e added a level of item customization to the mix from the start, some people see this as removing the "wonder" of magic items. I see it as allowing a player to play his character.</p><p>3) 4e depends on a DM knowing what his party likes and catering to their needs on some level. If a player is supposed to just take what he can get, then magic items become even less flavorful, as they will be replaced next time something slightly better comes along.</p><p>4) The whole sense of wonder about magic items thing, to me, is and always has been a fallacy. The magic items are just a bunch of stats unless the DM or player gives it personality, the system cannot do this.</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 4396960, member: 2477"] Well, as I said above, in 3e you could easily have enchanted that ancestral blade and continued to advance it. Sure you might have to trade an NPC mage some of that other stuff you got in the dungeon, but the option is there. I much prefer the treasure to have the party in mind also. Granted, that hasn't been the way D&D defaulted to over the various editions, but it's a nice idea. 3e didn't introduce random magic items, it just gave the players an out to make use of the useless. It gave the players control over what their characters had. Hopefully there's a Weapons of Legacy type book at some point, but again, 4e isn't like that. You get Magic Items in About AN Hour... No more magic walmart, now magic items are the photo-booth outside the walmart... So, my points: 1) 4e doesn't entice players to keep magic items by making them more enticing, but by increasing the penalty for changing them to what you want. 2) 3e added a level of item customization to the mix from the start, some people see this as removing the "wonder" of magic items. I see it as allowing a player to play his character. 3) 4e depends on a DM knowing what his party likes and catering to their needs on some level. If a player is supposed to just take what he can get, then magic items become even less flavorful, as they will be replaced next time something slightly better comes along. 4) The whole sense of wonder about magic items thing, to me, is and always has been a fallacy. The magic items are just a bunch of stats unless the DM or player gives it personality, the system cannot do this. [/QUOTE]
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4e Level 30 Magic Items. Who makes these things?
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