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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
5E Feats Compared to 3E Feats
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<blockquote data-quote="ccooke" data-source="post: 6418182" data-attributes="member: 6695890"><p>The existence of some +3 items does not make +3 items the default. </p><p>In 5e, the default is extremely rare magical items, and the DM is entirely in control of how to enforce that.</p><p>The existence of +3 items means more flexibility for DMs and more playstyles that 5e can accomodate.</p><p></p><p>The reason I emphasized the way magic items break bounded accuracy is because that's exactly the point of them. Now, while the groups I play in like the default, there are groups out there who like to go for a very different feel. For those groups, if the advice in the DMG is good, they can replicate an item-heavy, lots-of-plusses style of game without breaking the system. That's good, for them.</p><p></p><p>For those of us who prefer magic items to be big, rare and important, +3 items serve to make for better stories. I'll give you an example:</p><p></p><p>A campaign has spent a year or so discovering a terrible threat to the world, finding its weaknesses and eventually questing for a weapon that can destroy the big bad. After a long build-up and much sacrifice, they finally reach their goal and have it - a +3 sentient greatsword. Together, they meet the challenges set by the sword, proving their worth. </p><p>Now the campaign speeds towards its final confrontations, and at <strong>this</strong> point the party have a weapon so strong makes a clear and visible difference. They blast through challenges that would previously have been difficult, clearing their way towards the last fight - which has, of course, been geared to still be difficult even <em>with</em> their new weapons.</p><p></p><p>What 5e gives us is the ability to make once-per-campaign events like this actually feel and play differently. I'm really looking forward to using stuff like this, even if I only have a place for it in maybe half of my campaigns.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6418182, member: 6695890"] The existence of some +3 items does not make +3 items the default. In 5e, the default is extremely rare magical items, and the DM is entirely in control of how to enforce that. The existence of +3 items means more flexibility for DMs and more playstyles that 5e can accomodate. The reason I emphasized the way magic items break bounded accuracy is because that's exactly the point of them. Now, while the groups I play in like the default, there are groups out there who like to go for a very different feel. For those groups, if the advice in the DMG is good, they can replicate an item-heavy, lots-of-plusses style of game without breaking the system. That's good, for them. For those of us who prefer magic items to be big, rare and important, +3 items serve to make for better stories. I'll give you an example: A campaign has spent a year or so discovering a terrible threat to the world, finding its weaknesses and eventually questing for a weapon that can destroy the big bad. After a long build-up and much sacrifice, they finally reach their goal and have it - a +3 sentient greatsword. Together, they meet the challenges set by the sword, proving their worth. Now the campaign speeds towards its final confrontations, and at [B]this[/B] point the party have a weapon so strong makes a clear and visible difference. They blast through challenges that would previously have been difficult, clearing their way towards the last fight - which has, of course, been geared to still be difficult even [I]with[/I] their new weapons. What 5e gives us is the ability to make once-per-campaign events like this actually feel and play differently. I'm really looking forward to using stuff like this, even if I only have a place for it in maybe half of my campaigns. [/QUOTE]
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