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Analysis of "Typical" Magic Item Distribution
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<blockquote data-quote="keterys" data-source="post: 6489929" data-attributes="member: 43019"><p>Agreed!</p><p></p><p>I'd have been happier if they talked, but not pr(e/o)scribe, about the effects of certain magic item proliferation and also made less items raw changes to statistics, especially attack and defense. Shields didn't need to give an enhancement bonus to AC at all, and could have stopped at +3 (or not stacked with a + to armor) for example. Stat magic could have stopped at 19, instead of 29.</p><p></p><p>At the end of the day, I'm not going to worry too much if someone has a couple points better to hit or defense, but someone having +7 hit and damage over another (or better) is too big a swing. </p><p></p><p>Solution items - like the guy who can breath water and swim, or the one who can teleport occasionally - let different characters get the spotlight from time to time or solve otherwise impossible problems, and that is good for the game. It's interesting, it changes the gameplay in a fun and noticeable fashion. The DM can plan around them, even use them as quests to unlock gates in the campaign. </p><p></p><p>A character who almost never misses and deals twice as much damage (or more) as another character who is otherwise the same except for a couple magic items? Comes up every combat and it's not something accounted for by the system. When it could be.</p></blockquote><p></p>
[QUOTE="keterys, post: 6489929, member: 43019"] Agreed! I'd have been happier if they talked, but not pr(e/o)scribe, about the effects of certain magic item proliferation and also made less items raw changes to statistics, especially attack and defense. Shields didn't need to give an enhancement bonus to AC at all, and could have stopped at +3 (or not stacked with a + to armor) for example. Stat magic could have stopped at 19, instead of 29. At the end of the day, I'm not going to worry too much if someone has a couple points better to hit or defense, but someone having +7 hit and damage over another (or better) is too big a swing. Solution items - like the guy who can breath water and swim, or the one who can teleport occasionally - let different characters get the spotlight from time to time or solve otherwise impossible problems, and that is good for the game. It's interesting, it changes the gameplay in a fun and noticeable fashion. The DM can plan around them, even use them as quests to unlock gates in the campaign. A character who almost never misses and deals twice as much damage (or more) as another character who is otherwise the same except for a couple magic items? Comes up every combat and it's not something accounted for by the system. When it could be. [/QUOTE]
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