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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="BryonD" data-source="post: 3393690" data-attributes="member: 957"><p>I see this differently.</p><p></p><p>You are certainly correct that for a lot of games and considerations on this topic the idea that magic items are part of an "economy" is a central point. So I'm not disputing that.</p><p></p><p>BUT...</p><p>You can still use this data without getting hung up on that.</p><p>To me the idea of a benchmark level of gear that a PC of X level should have is a very useful tool. That is not at all to say that a good game requires you stick to the rule. But if you are running at 20% of design assupmtions, it is good to know that. And if one session you jump from 20% to 80% because of a windfall, then that is good to know as well.</p><p></p><p>So to me it is all very useful to give thought to "What % of a tenth level characters standard gear should a helm of underwater action represent in order to maximize fun?" </p><p>It isn't a question of how big a town do you need to go buy one.</p><p>And it isn't a question of how many helms are worth one +3 sword.</p><p>It is purely a matter of what fraction of standard gear makes this item useful and fun.</p><p>Nothing prevents one from tossing any of the guidelines aside when the game is better served by doing so. But that doesn't make it less useful as a reference point.</p><p></p><p>If the correct answer is 6% for default D&D then that answer is true regardless of if your character has the only one in the campagin world or if he bought it off the clearance rack.</p></blockquote><p></p>
[QUOTE="BryonD, post: 3393690, member: 957"] I see this differently. You are certainly correct that for a lot of games and considerations on this topic the idea that magic items are part of an "economy" is a central point. So I'm not disputing that. BUT... You can still use this data without getting hung up on that. To me the idea of a benchmark level of gear that a PC of X level should have is a very useful tool. That is not at all to say that a good game requires you stick to the rule. But if you are running at 20% of design assupmtions, it is good to know that. And if one session you jump from 20% to 80% because of a windfall, then that is good to know as well. So to me it is all very useful to give thought to "What % of a tenth level characters standard gear should a helm of underwater action represent in order to maximize fun?" It isn't a question of how big a town do you need to go buy one. And it isn't a question of how many helms are worth one +3 sword. It is purely a matter of what fraction of standard gear makes this item useful and fun. Nothing prevents one from tossing any of the guidelines aside when the game is better served by doing so. But that doesn't make it less useful as a reference point. If the correct answer is 6% for default D&D then that answer is true regardless of if your character has the only one in the campagin world or if he bought it off the clearance rack. [/QUOTE]
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