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Adventurer's Vault - What do you think?
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<blockquote data-quote="Windjammer" data-source="post: 4486985" data-attributes="member: 60075"><p>Exactly my sentiments as well. I already inserted two vastly overpowered items from AV into my last session (overpowered meaning way above my PCs' level) but the utterly transparent and beautifully simple mechanics of 4E means I could have come up with a LOT of the item conversions and creations myself. I mean, most of the stuff really does damage of a certain type (one-off or ongoing), boosts a stat or an existing power (basically a power which allows said item as an implement) and/or allows you to regain that power more quickly (say, encounter powers become twice encounter, daily items become twice daily). You get the idea. What's missing most isn't just whacky mechanics - it's flavor text. I was already pissed off big time with the copy+paste used for the Eye and Hand of Vecna in the PHB, not to mention the largely uninspired and uninspiring text that goes with it.</p><p></p><p>So, for me the biggest boon of AV is its showcasing that it's become much easier for the DM to make up magic items as far as mechanics is concerned. (To repeat: just boost an extant PC power in the ways mentioned above, or let items function like multiclass feats: they grant access to powers otherwise unaccessible to a particular PC.) Since AV is actually mostly mechanics, it is also mostly redundant. Ironic, because that's a result of 4E's strengths.</p></blockquote><p></p>
[QUOTE="Windjammer, post: 4486985, member: 60075"] Exactly my sentiments as well. I already inserted two vastly overpowered items from AV into my last session (overpowered meaning way above my PCs' level) but the utterly transparent and beautifully simple mechanics of 4E means I could have come up with a LOT of the item conversions and creations myself. I mean, most of the stuff really does damage of a certain type (one-off or ongoing), boosts a stat or an existing power (basically a power which allows said item as an implement) and/or allows you to regain that power more quickly (say, encounter powers become twice encounter, daily items become twice daily). You get the idea. What's missing most isn't just whacky mechanics - it's flavor text. I was already pissed off big time with the copy+paste used for the Eye and Hand of Vecna in the PHB, not to mention the largely uninspired and uninspiring text that goes with it. So, for me the biggest boon of AV is its showcasing that it's become much easier for the DM to make up magic items as far as mechanics is concerned. (To repeat: just boost an extant PC power in the ways mentioned above, or let items function like multiclass feats: they grant access to powers otherwise unaccessible to a particular PC.) Since AV is actually mostly mechanics, it is also mostly redundant. Ironic, because that's a result of 4E's strengths. [/QUOTE]
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