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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3395906" data-attributes="member: 39593"><p>Calm down nothing here to get that worked up over.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And I think you may be missing the point, a large part of the discussion has not been about getting rid of magic items. It's been about the way most magic items pc actually end up getting fit into a few categories of optimum attack/defense/or stat boosters leaving a lot of interesting but less vital items unused. Largely the discussion has been about how to modify things so that you maintain the assumed power curve while encouraging players to branch out more with their character's magic items.</p><p></p><p>Personally I favor something along the lines of what is being done with FF Zero or Hong's imbued magic items. Roll the big six into character progression, make them inherent. In one homebrew I do this, then go further. All the bonuses usually associated with permanent items(not wands, potions, or other expendables) are inherent and apply to whatever is appropriate. Weapon bonuses apply to any weapon the character uses including natural, armor bonuses apply to any armor including their skin. All these effects are considered an inherent part of their person. But aside from expendables the only items that are magic in and of themselves are legacy items and powerful artifacts. This frees me from following the existing wealth guidelines, I still give out wealth to the PCs in game, and it's still a lot comparitively but since it's no longer tied to magic items and character power I can tailor it as appropriate for the campaign or situation.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3395906, member: 39593"] Calm down nothing here to get that worked up over.:) And I think you may be missing the point, a large part of the discussion has not been about getting rid of magic items. It's been about the way most magic items pc actually end up getting fit into a few categories of optimum attack/defense/or stat boosters leaving a lot of interesting but less vital items unused. Largely the discussion has been about how to modify things so that you maintain the assumed power curve while encouraging players to branch out more with their character's magic items. Personally I favor something along the lines of what is being done with FF Zero or Hong's imbued magic items. Roll the big six into character progression, make them inherent. In one homebrew I do this, then go further. All the bonuses usually associated with permanent items(not wands, potions, or other expendables) are inherent and apply to whatever is appropriate. Weapon bonuses apply to any weapon the character uses including natural, armor bonuses apply to any armor including their skin. All these effects are considered an inherent part of their person. But aside from expendables the only items that are magic in and of themselves are legacy items and powerful artifacts. This frees me from following the existing wealth guidelines, I still give out wealth to the PCs in game, and it's still a lot comparitively but since it's no longer tied to magic items and character power I can tailor it as appropriate for the campaign or situation. [/QUOTE]
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