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Article on magic items and 5e
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<blockquote data-quote="Ridley's Cohort" data-source="post: 6521416" data-attributes="member: 545"><p>Agreed.</p><p></p><p>My belief is that people would feel the "magic system" is incomplete and too limited if there are not some magic items that <em>potentially</em> break the system, even people who do not want the system to actually break. That was one reason that 4e did not win me over, because the 4e Core magic items just did not tickle the itch an oldstyle Flying Carpet, Efreeti bottle, Sword of Sharpness, or Sunblade does.</p><p></p><p>Keeping the potentially game breaking items rare or very rare and requiring attunement is a good way to go. It means that it is unlikely that a PC will truly break the game by means of these items before the heat death of the universe, unless the DM gives a helping hand.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 6521416, member: 545"] Agreed. My belief is that people would feel the "magic system" is incomplete and too limited if there are not some magic items that [I]potentially[/I] break the system, even people who do not want the system to actually break. That was one reason that 4e did not win me over, because the 4e Core magic items just did not tickle the itch an oldstyle Flying Carpet, Efreeti bottle, Sword of Sharpness, or Sunblade does. Keeping the potentially game breaking items rare or very rare and requiring attunement is a good way to go. It means that it is unlikely that a PC will truly break the game by means of these items before the heat death of the universe, unless the DM gives a helping hand. [/QUOTE]
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