The Mirrorball Man
Aventurier
Another solution is to go the Numenera way and to hand out powerful single-use items.
No +x magic weapons is the default? You mean I have to put work into changing things if I have even a +1 sword in the game. That would be a pretty lame default. I hope that isn't the case.
Old School D&D was never about having no magic items. That would be a poor way to design a D&D game. I doubt Mearls who has been preaching old school would design a game with zero magic weapons or armor in the game as the default.
The math makes no assumptions about magic items, thereby allowing all kinds of campaigns to function from hardcore low-magic campaigns where even a +1 item is highly prized, to a high-magic campaign in which +1 items are uncommon (but not unheard of), while +3 items are few and far between - but not necessarily unique items.
The default assumption however - is that there is no magic item economy and no magic item creation rules for PCs. All magic items with the exception of healing potions lack prices, meaning that their availability in the campaign is 100% subject to DM approval. Unlike in 3.X and 4E - players cannot simply cherry pick their favorite items using their starting wealth (assuming starting at higher level) or enchant the item themselves.
One thing that has always puzzled me, is the fact that some DMs desire the math to remain relatively static. For every +1 the PCs gain, they want the monsters to gain a comparable bonus to AC (or another relevant stat). This borders on paranoia, especially in respect to gaining +x bonuses from magic items..... The fact that monster stats do not take these items into account has caused such DMs to throw a fit, complaining about broken math.
This makes no sense at all. If the benefit of gaining a magic item is negated by the system math at one point or another - it begs the question why the DM gave the PC the item in the first place. I find it deceptive as all it provides is a placebo effect for the PC - offering false rewards and/or diminishing rewards for the PCs efforts. I want magic items to be meaningful, at all levels. That includes +1 swords at L20, even if they are eclipsed by +3 legendary items.
You can have magical weapons and armor with +0 static bonuses too you know...
This comment reminds me of an observation about video game design. The various Mario games were held up as an example of design where new powers are introduced to the player just as they are required to solve new challenges presented by the level design. The fun in the game progression comes from learning to use the new tactics to defeat the new problem. I don't remember where I saw it, but I wish I did to give the author credit.If the benefit of gaining a magic item is negated by the system math at one point or another - it begs the question why the DM gave the PC the item in the first place. I find it deceptive as all it provides is a placebo effect for the PC - offering false rewards and/or diminishing rewards for the PCs efforts.
I forgot to mention this in my previous post.
The game assumes that some basic magic items are available to at least one or two members of the party - at least in respect to monsters with resistance or immunity to non-magical bludgeoning, piercing, or slashing damage.
The difference being however, that the game makes no assumptions of anything beyond a +1 weapon - and even that is only necessary when facing creatures with complete immunity to non-magical weapons (as even resistance can be eventually overcome).
Second how does making the game easier to run not make sense to you? Are you mostly a player or mostly a DM? Do you have any idea what kind of a nightmare the magic item Christmas tree was like in 3E/Pathfinder? Not just in terms of style, but play?
Are you one of those players that doesn't care if the DM is having a good time? You do know that most of us that DM a lot don't have a good time watching players run over everything like it's a speed bump? That's why we are concerned with the math of the game, including the effect magic items have on combat balance.
I fail to see how +5-15% accuracy "heavily slants the math" - especially when the DM can always give their opponents magic items as well. Not only that, but as stated in the Monster Manual - monster gear is not salvageable unless indicated by the DM.The math has to add up because when a player obtains a magic item that slants the math heavily in their favor, the DM no longer has any reason to run the game.