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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="satori01" data-source="post: 3393724" data-attributes="member: 7859"><p>I am ultimately opposed to to Wealth by Level definitions in the DMG. Wulf hit the nail on the head...if you power up the base classes the need for the DM to calculate detailed wealth spread sheets to determine if the group has enough cash to operate. For me as a DM this is the most tedious part of adventure construction.</p><p></p><p>If you boost up the power level of players, than magic items are gravy and can be quirky, fewer in number and potentially more powerful.</p><p></p><p>People in general on this board do not like the idea of players just buying their magic items...I actually doubt most people actually play the Wallmart Magic Item way...but more a combination of the the two. Realistically pricing has to be adjusted for some items because players do take Crafting Feats.</p><p></p><p>I would say that sadly games like Diablo and NWN 1&2 do a better job of making interesting magic items, with constant and situational powers than D&D.</p><p></p><p>The other thing I would say is that situational and quirking magic items can really change the outcome of an encounter. I've seen a well placed Philter of Love or a judiciously used dollop of Sovereign glue totally alter the expected course of an encounter.</p><p></p><p>Frankly those moments are what I play for, so I do almost freely give out quirky magic items, especially w/ limited charges.</p><p></p><p>I would also say that staves are overpriced...maybe not for what they do, but for the simple fact that staves cost so much to give one to a wizard character you are talking a minimum of around 8th -10th level. It strikes me their should be some 'discount' staves for 5 level + use.</p></blockquote><p></p>
[QUOTE="satori01, post: 3393724, member: 7859"] I am ultimately opposed to to Wealth by Level definitions in the DMG. Wulf hit the nail on the head...if you power up the base classes the need for the DM to calculate detailed wealth spread sheets to determine if the group has enough cash to operate. For me as a DM this is the most tedious part of adventure construction. If you boost up the power level of players, than magic items are gravy and can be quirky, fewer in number and potentially more powerful. People in general on this board do not like the idea of players just buying their magic items...I actually doubt most people actually play the Wallmart Magic Item way...but more a combination of the the two. Realistically pricing has to be adjusted for some items because players do take Crafting Feats. I would say that sadly games like Diablo and NWN 1&2 do a better job of making interesting magic items, with constant and situational powers than D&D. The other thing I would say is that situational and quirking magic items can really change the outcome of an encounter. I've seen a well placed Philter of Love or a judiciously used dollop of Sovereign glue totally alter the expected course of an encounter. Frankly those moments are what I play for, so I do almost freely give out quirky magic items, especially w/ limited charges. I would also say that staves are overpriced...maybe not for what they do, but for the simple fact that staves cost so much to give one to a wizard character you are talking a minimum of around 8th -10th level. It strikes me their should be some 'discount' staves for 5 level + use. [/QUOTE]
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