Ferghis
First Post
Agreed with the bulk of your post.
Since magic items are such an integral part of most D&D games, there is a vivid discussion about keeping up neck/implement/armor/weapon slot items, what to do about the magic "costs" associated with dual-wielding characters who want to stay up-to date, and the difficulty imposed by some items that don't really require any upgrades (compared to those that still do) in a game that uses inherent bonuses.
All these problems are "game-balance" problems (I'm still not fully clear on the meaning of that term, but I know it applies here) in the sense that the game is trying to balance player characters among each other. Instead of giving out magic items, giving ritual components and the "enchant an item" ritual makes players administer their own item-resources, freeing the DM from having to select items, or from trying to "balance" the player characters. It's entirely up to the players.
The rarity rules are a crucial "cog" in this framework, since it allows the DM to basically veto any item they want (unless it's common, but those are basically harmless), without this coming as a surprise to the players. This means that the DM can veto an item that gives the party flight if s/he wants to steer the players through an overland adventure without that benefit. Or invisibility items, if there is a stealth adventure coming up. And so on.
This, I disagree with: it's not a huge issue, but it's what we come to these boards to talk about.... as I don't feel they add anything.
Since magic items are such an integral part of most D&D games, there is a vivid discussion about keeping up neck/implement/armor/weapon slot items, what to do about the magic "costs" associated with dual-wielding characters who want to stay up-to date, and the difficulty imposed by some items that don't really require any upgrades (compared to those that still do) in a game that uses inherent bonuses.
All these problems are "game-balance" problems (I'm still not fully clear on the meaning of that term, but I know it applies here) in the sense that the game is trying to balance player characters among each other. Instead of giving out magic items, giving ritual components and the "enchant an item" ritual makes players administer their own item-resources, freeing the DM from having to select items, or from trying to "balance" the player characters. It's entirely up to the players.
The rarity rules are a crucial "cog" in this framework, since it allows the DM to basically veto any item they want (unless it's common, but those are basically harmless), without this coming as a surprise to the players. This means that the DM can veto an item that gives the party flight if s/he wants to steer the players through an overland adventure without that benefit. Or invisibility items, if there is a stealth adventure coming up. And so on.