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General Tabletop Discussion
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5e, the least magic item impacted edition?
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<blockquote data-quote="Voadam" data-source="post: 8395211" data-attributes="member: 2209"><p>AD&D and Basic felt like they had a bunch from modules, the ubiquity of +1 maces became a running joke in my campaign in the 80s. Magic or magic weapons were really needed to affect a large number of monsters (all but the least powerful undead, extraplanar things, golems), so magic weapons were key for fighters.</p><p></p><p>3e had its core tree slots (ring of protection, amulet of natural armor, magic weapon, magic armor, magic shield, ring of protection, cloak of resistance, stat item), crafting, and default magic item markets with incentives to get more lower powered items, which made it common for PCs to have lots of magic. With an expected wealth per level and a decent exponential cost for the power of items the combat math expectations pretty much assumed you had increasingly powerful items for the slots as you leveled.</p><p></p><p>4e made it fairly standard to have 4 items (magic attack item (weapon or focus), magic armor, protective neck item, +something neat) which is not a ton but had the complication of expecting bonuses to go up with level so either changing the items frequently or using rituals to upgrade your existing stuff. 4e also had the excellent option in <a href="https://www.drivethrurpg.com/product/144108/Dungeon-Masters-Guide-2-4e?affiliate_id=17596" target="_blank">DMG 2</a> to go with inherent bonuses and make the assumed plusses from the three main item categories (attack, AC, other defenses) inherent to characters and did not stack with item bonuses so that magic items were not necessary for baseline math and could be rare or just allow for weird non-math abilities.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8395211, member: 2209"] AD&D and Basic felt like they had a bunch from modules, the ubiquity of +1 maces became a running joke in my campaign in the 80s. Magic or magic weapons were really needed to affect a large number of monsters (all but the least powerful undead, extraplanar things, golems), so magic weapons were key for fighters. 3e had its core tree slots (ring of protection, amulet of natural armor, magic weapon, magic armor, magic shield, ring of protection, cloak of resistance, stat item), crafting, and default magic item markets with incentives to get more lower powered items, which made it common for PCs to have lots of magic. With an expected wealth per level and a decent exponential cost for the power of items the combat math expectations pretty much assumed you had increasingly powerful items for the slots as you leveled. 4e made it fairly standard to have 4 items (magic attack item (weapon or focus), magic armor, protective neck item, +something neat) which is not a ton but had the complication of expecting bonuses to go up with level so either changing the items frequently or using rituals to upgrade your existing stuff. 4e also had the excellent option in [URL='https://www.drivethrurpg.com/product/144108/Dungeon-Masters-Guide-2-4e?affiliate_id=17596']DMG 2[/URL] to go with inherent bonuses and make the assumed plusses from the three main item categories (attack, AC, other defenses) inherent to characters and did not stack with item bonuses so that magic items were not necessary for baseline math and could be rare or just allow for weird non-math abilities. [/QUOTE]
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