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General Tabletop Discussion
*Dungeons & Dragons
Can 5E bring the wonder and mystery back to Magic Items?
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<blockquote data-quote="Lanefan" data-source="post: 5775068" data-attributes="member: 29398"><p>First thing they need to do is put the magic item lists back in the DMG where they belong (this was a 4e mistake) and make the DMG DM-eyes-only again.</p><p></p><p>Then, do away with anything that allows PCs to build any item beyond a simple potion or scroll unless they want to take a year or more off from adventuring to do it. (this was a 3e mistake)</p><p></p><p>Next, shorten down the DMG item lists but include a list of possible properties a given item might have as a guideline for a DM to build her own. Kind of like the build-an-artifact stuff in the 1e DMG only expanded.</p><p></p><p>Fourth, bring back the notion that potions, wands, etc. can do things other than just replicate an existing spell.</p><p></p><p>Fifth, abandon the idea that if an item goes in slot x it automatically has property y e.g. footwear always has something to do with travel or movement. What's wrong with something like this:</p><p></p><p>Boots of Knowledge - after the wearer has worn them for a day wearer gains <em>Comprehend Language </em>once a day and <em>Identify</em> once a month provided the boots are worn each day.</p><p></p><p>And sixth - and most important - bring back the concept of field-testing. You do not and cannot know what an item does until you mess around with it a little (and, of course, trigger any inherent curses...) and often even that won't tell you anything. The 4e idea of learning an item's properties - no matter how obscure they might be - after 5 minutes study has to go. Make the <em>Identify</em> spell (castable only in town or controlled situations) relevant again.</p><p></p><p>These might not bring back all the mystery, but it's a start.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5775068, member: 29398"] First thing they need to do is put the magic item lists back in the DMG where they belong (this was a 4e mistake) and make the DMG DM-eyes-only again. Then, do away with anything that allows PCs to build any item beyond a simple potion or scroll unless they want to take a year or more off from adventuring to do it. (this was a 3e mistake) Next, shorten down the DMG item lists but include a list of possible properties a given item might have as a guideline for a DM to build her own. Kind of like the build-an-artifact stuff in the 1e DMG only expanded. Fourth, bring back the notion that potions, wands, etc. can do things other than just replicate an existing spell. Fifth, abandon the idea that if an item goes in slot x it automatically has property y e.g. footwear always has something to do with travel or movement. What's wrong with something like this: Boots of Knowledge - after the wearer has worn them for a day wearer gains [I]Comprehend Language [/I]once a day and [I]Identify[/I] once a month provided the boots are worn each day. And sixth - and most important - bring back the concept of field-testing. You do not and cannot know what an item does until you mess around with it a little (and, of course, trigger any inherent curses...) and often even that won't tell you anything. The 4e idea of learning an item's properties - no matter how obscure they might be - after 5 minutes study has to go. Make the [I]Identify[/I] spell (castable only in town or controlled situations) relevant again. These might not bring back all the mystery, but it's a start. Lanefan [/QUOTE]
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Can 5E bring the wonder and mystery back to Magic Items?
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