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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="Andor" data-source="post: 3393049" data-attributes="member: 1879"><p>Well it's kind of an annoying article frankly. He's right that most non-combat items are massively over-priced. What he fails to mention is that was clearly a deliberate design decision in 3.5 ed. Go compare the 3.5 prices to the 3.0 prices. Allmost all the movement utility items had their durations reduced and costs increased in 3.5. </p><p></p><p>Frankly using cash as a level balance mechanic is a deeply flawed. If I were to have one bit of input into the 4ed design process it's this: Chuck the exponential prices increases, a linear or moderate geometric progression is fine, if you also include a level based activation mechanic to the items. Then you can include the obvious yet needed discussion about how to adjust these levels to the needs of your campaign. This removes most of the stupidity from the D&D economy, and adds some nifty possibilities. For example if a magic sword activates gradually then you have self-scaling items. <em>EG- A +3 flametounge long sword may be a +1 sword in the hands of a 1st level character. A +1 flaming sword in the hands of a 3rd level character and so on untill it's full powers are available at 9th level.</em> It also allows for the big dramatic face off with the BBG if a PC can briefly activate a magic item over his level for some appropriate cost such as an action point or some ability drain. </p><p></p><p>Personally I find the price/ability structuring of D&D magic to be very annoying. Combat centered stuff is usually reasonably priced, with the occasional flyer, but utility stuff is completely out of whack. It makes me wonder what the heck a non-adventuring mage <em>does</em>. He has almost no abilites useful outside of combat that last for more than a moment or two. It's as though you could buy a flame thrower for $200 but that cell phone is gonna cost more than your house. And God help you if you want to go scuba diving.</p></blockquote><p></p>
[QUOTE="Andor, post: 3393049, member: 1879"] Well it's kind of an annoying article frankly. He's right that most non-combat items are massively over-priced. What he fails to mention is that was clearly a deliberate design decision in 3.5 ed. Go compare the 3.5 prices to the 3.0 prices. Allmost all the movement utility items had their durations reduced and costs increased in 3.5. Frankly using cash as a level balance mechanic is a deeply flawed. If I were to have one bit of input into the 4ed design process it's this: Chuck the exponential prices increases, a linear or moderate geometric progression is fine, if you also include a level based activation mechanic to the items. Then you can include the obvious yet needed discussion about how to adjust these levels to the needs of your campaign. This removes most of the stupidity from the D&D economy, and adds some nifty possibilities. For example if a magic sword activates gradually then you have self-scaling items. [I]EG- A +3 flametounge long sword may be a +1 sword in the hands of a 1st level character. A +1 flaming sword in the hands of a 3rd level character and so on untill it's full powers are available at 9th level.[/I] It also allows for the big dramatic face off with the BBG if a PC can briefly activate a magic item over his level for some appropriate cost such as an action point or some ability drain. Personally I find the price/ability structuring of D&D magic to be very annoying. Combat centered stuff is usually reasonably priced, with the occasional flyer, but utility stuff is completely out of whack. It makes me wonder what the heck a non-adventuring mage [i]does[/i]. He has almost no abilites useful outside of combat that last for more than a moment or two. It's as though you could buy a flame thrower for $200 but that cell phone is gonna cost more than your house. And God help you if you want to go scuba diving. [/QUOTE]
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