The question is whether or not belts of giant strength are overpowered, not whether or not DMs can allow overpowered things in their game. Saying "the DM can do it" is completely avoiding the question. If the question had been phrased this way: "do you think it could cause balance problems if I, as the DM, decide to give a player a belt of giant's strength?" would you still consider "it doesn't matter, players don't get to choose their items in Next" to be a valid response to that question?
For reasons I don't fully understand there seems to be a reluctance, in D&D rulebooks, to discuss story elements (monster, items, etc) from the metagame rather than the ingame point of view. (Classic D&D would do this a bit; so does 43; but not as much as would be useful.)I favor powerful, dramatic magic items ESPECIALLY artifacts, but I'm not opposed to advice text that says clearly what effect the items will have on the game, so they don't break the game by surprise.
The reason I feel that way is exactly BECAUSE I want the dice to matter. I want the entire reason to pick up a dice that you have no idea what the result will be.Interesting. I have just the opposite opinion. I think the mere +1 to +5 you get from your ability score is insignificant compared to the impact of the d20 roll, making the game feel very swingy to me. Though I do agree that adding Con bonus to HP every level is madness; it leads to the insane HP bloat we saw in 3.x.
Doesn't matter--players don't get to choose their magic items in DDN.
When I think of a giant, I think of the shadow of a massive weapon, coming down on its prey, who'se only chance for survival is not getting hit - not terribly accurate, but when it hits, it hurts badly
Sure you do - for damage.Terrific. You actually convinced me that +mod shouldn't apply to-hit, then all of a sudden you have no use for finesse weapon category and the game is simpler and the math even flatter.
Nope. It's more of an uber-stat because any defense bonuses you get from it can't be countered by attack bonuses elsewhere.Another side benefit is that Dex is less of an uber stat, since it won't benefit attack rolls at all. Or should only benefit attack rolls for missiles.
I'd rather have magic item bonuses only apply to damage. Keeps the bounding a lot more bounded.I still want magic items to give +ses to hit, and it's kind of weird that there are no +2 items, only +1 and +3. Kind of odd.
My barb : 18 AC = 10 + 3 (dex) + 3 (con) + 2 shield.
My ranger : 18 AC = 10 + 4 (scale) + 2 (dex) +2 shield.
Some fighter who spent 5k like a dumbass : 18 AC, can't hardly move, clanks around the dungeon a lot, will probably drown and fall down the stairs like a stumblin stooge. Gee, thanks Wizards! Another edition with sucky armor rules for plate armor vs dex.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.