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General Tabletop Discussion
*Dungeons & Dragons
Belts of Giant Strength?
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<blockquote data-quote="NotAYakk" data-source="post: 9719737" data-attributes="member: 72555"><p>I mean, yes, stat boosting items are mechanically super strong? As are accuracy/AC boosting items.</p><p></p><p>Did you see my MIGHT die based girdle of giants strengths above? They boosted carrying capacity, increased damage per hit, improved strength checks and saves, and had other giant thematic effects.</p><p></p><p>They don't boost accuracy (as that is honestly the most powerful part of stats) to keep them from being an insanely dominant item.</p><p></p><p>Having giant thematic effects improve the flavour from my perspective. "Belt of I'm Stronger" which is what BOGS is now is a powerful boring item. A BOGS that lets you throw boulders, even if it is mostly a ribbon, makes them a more interesting item.</p><p></p><p>With attunement in 5e extra mechanical wiz bangs from items can be limited; you can have at most 3 attuned items, so modest mechanical complexity from items cannot grow without bounds.</p><p></p><p>Distinguishing "what players want" from "what they should get" is also important. Players, optimization wise, want boring mechanically strong items; but optimization from the DM's perspective is a somewhat solved problem, as the DM can just increase encounter difficulty. The hard part from the DM's perspective is differences in optimization between PCs, or (in extremis) the game going pear-shaped as optimization takes the game out of its sweet spot.</p><p></p><p>From my perspective as a DM, what I want to give players is items they'll remember and like. Once you've added +X to something on your character sheet, the item may as well be gone. Now, remembering what items you have is a challenge for players, so designing them to be memorable and not niche also helps. The MIGHT die is intended to both be automatic and a nudge to memory.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9719737, member: 72555"] I mean, yes, stat boosting items are mechanically super strong? As are accuracy/AC boosting items. Did you see my MIGHT die based girdle of giants strengths above? They boosted carrying capacity, increased damage per hit, improved strength checks and saves, and had other giant thematic effects. They don't boost accuracy (as that is honestly the most powerful part of stats) to keep them from being an insanely dominant item. Having giant thematic effects improve the flavour from my perspective. "Belt of I'm Stronger" which is what BOGS is now is a powerful boring item. A BOGS that lets you throw boulders, even if it is mostly a ribbon, makes them a more interesting item. With attunement in 5e extra mechanical wiz bangs from items can be limited; you can have at most 3 attuned items, so modest mechanical complexity from items cannot grow without bounds. Distinguishing "what players want" from "what they should get" is also important. Players, optimization wise, want boring mechanically strong items; but optimization from the DM's perspective is a somewhat solved problem, as the DM can just increase encounter difficulty. The hard part from the DM's perspective is differences in optimization between PCs, or (in extremis) the game going pear-shaped as optimization takes the game out of its sweet spot. From my perspective as a DM, what I want to give players is items they'll remember and like. Once you've added +X to something on your character sheet, the item may as well be gone. Now, remembering what items you have is a challenge for players, so designing them to be memorable and not niche also helps. The MIGHT die is intended to both be automatic and a nudge to memory. [/QUOTE]
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