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General Tabletop Discussion
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Bounded Accuracy and Magic Item Scarcity
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<blockquote data-quote="Gadget" data-source="post: 6693278" data-attributes="member: 23716"><p>Well, that same logic applies to older editions of the game as well, just not as fine a gradation. Not to mention, there are other things than +X that can be added to weapons, from the ever trusty "glows when orcs are around (substitute demons, shapechangers, invisible creatures, etc.) to the flametongue, and Troll-bane, can cast heal on bearer once a week, etc. I believe the DMG has a table of minor and major enchantment that can be added to weapons other than +X. I don't see how many of these are undesirable to PC's used to getting 'moar magic', even if they have topped out on the +X side of things. So, I think there are still many avenues open to the 'magic as rewards & treasure' play style; the scale may have changed with the quantity of bonuses, but this is more about managing expectations than anything. </p><p></p><p>As you have correctly pointed out, much of character power has shifted to abilities received from class advancement, rather than mostly relying on magic items as AD&D did. IIRC, the aforementioned Balor issue was not a result of the parties' magic item arsenal (other than having weapons that could overcome the Balor's damage resistance), but rather character abilities and synergies like feats and such that increased the parties overall effectiveness.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6693278, member: 23716"] Well, that same logic applies to older editions of the game as well, just not as fine a gradation. Not to mention, there are other things than +X that can be added to weapons, from the ever trusty "glows when orcs are around (substitute demons, shapechangers, invisible creatures, etc.) to the flametongue, and Troll-bane, can cast heal on bearer once a week, etc. I believe the DMG has a table of minor and major enchantment that can be added to weapons other than +X. I don't see how many of these are undesirable to PC's used to getting 'moar magic', even if they have topped out on the +X side of things. So, I think there are still many avenues open to the 'magic as rewards & treasure' play style; the scale may have changed with the quantity of bonuses, but this is more about managing expectations than anything. As you have correctly pointed out, much of character power has shifted to abilities received from class advancement, rather than mostly relying on magic items as AD&D did. IIRC, the aforementioned Balor issue was not a result of the parties' magic item arsenal (other than having weapons that could overcome the Balor's damage resistance), but rather character abilities and synergies like feats and such that increased the parties overall effectiveness. [/QUOTE]
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