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General Tabletop Discussion
*Dungeons & Dragons
Analysis of "Typical" Magic Item Distribution
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<blockquote data-quote="keterys" data-source="post: 6488997" data-attributes="member: 43019"><p>I'm not entirely convinced that bringing up old editions that didn't use bounded accuracy to show how improved things are is really the way to go. I guess it's like the democracy theory about how Democracy is the worst form of government, except for all those others that have been tried.</p><p></p><p>Yes, 5th edition is the most bounded randomness of all the editions of D&D. That doesn't mean that its internal design covers the corner cases of 5+ unplanned for swings in hit or defense. Therefore, it either shouldn't have made such things possible (stop at Gauntlets of Ogre Power, don't have a 21-29 stat version for just one of the stats / don't have +3 armor _and_ +3 shields; shields can be magical without further +s, honest), or delivered appropriate and sufficient guidance in the relevant books for the effect of magic items.</p><p></p><p>People like getting magic items. There's nothing wrong with a Phandelver level of magic item awards; in fact an idle look at pretty much the entire history of D&D is that not only do people like getting magic treasure, adventures like _giving_ magic treasure. You're not going to find a lot of adventures that give out a single magic item only every 10 encounters or so, but that's exactly what the game is suggesting you do. It's disingenuous to balance a game around no magic items, suggest that folks keep to a drastically low number of magic items (remember that +1 sword you get at 4th level might be the only weapon your character gets ever), actually give out buckets of magic items, _then_ claim that balance problems from magic items are no big deal because the DM has to decide to give them out in the first place.</p></blockquote><p></p>
[QUOTE="keterys, post: 6488997, member: 43019"] I'm not entirely convinced that bringing up old editions that didn't use bounded accuracy to show how improved things are is really the way to go. I guess it's like the democracy theory about how Democracy is the worst form of government, except for all those others that have been tried. Yes, 5th edition is the most bounded randomness of all the editions of D&D. That doesn't mean that its internal design covers the corner cases of 5+ unplanned for swings in hit or defense. Therefore, it either shouldn't have made such things possible (stop at Gauntlets of Ogre Power, don't have a 21-29 stat version for just one of the stats / don't have +3 armor _and_ +3 shields; shields can be magical without further +s, honest), or delivered appropriate and sufficient guidance in the relevant books for the effect of magic items. People like getting magic items. There's nothing wrong with a Phandelver level of magic item awards; in fact an idle look at pretty much the entire history of D&D is that not only do people like getting magic treasure, adventures like _giving_ magic treasure. You're not going to find a lot of adventures that give out a single magic item only every 10 encounters or so, but that's exactly what the game is suggesting you do. It's disingenuous to balance a game around no magic items, suggest that folks keep to a drastically low number of magic items (remember that +1 sword you get at 4th level might be the only weapon your character gets ever), actually give out buckets of magic items, _then_ claim that balance problems from magic items are no big deal because the DM has to decide to give them out in the first place. [/QUOTE]
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