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Community
General Tabletop Discussion
*Dungeons & Dragons
Can 5E bring the wonder and mystery back to Magic Items?
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 5776802" data-attributes="member: 5868"><p>My views:</p><p></p><p>- Some limited quantity of magic items should be in the PHB, in order to demonstrate crafting rules. This includes basic weapon & armor enhancements, scrolls & potions, wands and perhaps a few minor wondrous items. Powers should conform to those that match spells or similar magic in the PHB.</p><p></p><p>- Most magic items, and certainly the unique, rare, and powerful, should be in the DMG. The DMG should also contain items that may be lowe level but can't be matched by magic in the player's book.</p><p></p><p>- Examples of unique items, and uniquely tailoring items, should be provided to the DM.</p><p></p><p>- Leveling or adding powers to existing magic items should be an optional rule "module".</p><p></p><p>- +X "enhanced" items should remain, but be explicitly non-magical. This is the realm of unique materials and fine smithcraft, not magic. So a +3 longsword might be so because it was crafted of meteoric iron steel by an exceptional smith, but aside from high quality and its performance enhancement is otherwise unremarkable and does not detect as magic. Meanwhile, an otherwise mundane-appearing sword that glows blue when enemies are near, or a sword with no "+X" enhancement that flames on command, or a +2 sword of undead slaying would all be magical items that detect as magic and have unique powers, the "+X" enhancement if they have one being a function of material and crafting, not the magic. "Magic" is a module added to an item, just as "enhanced" is, and they can come separate or together. (Similar to 3E's "masterwork" concept, except extend masterwork farther, and do not require all magical items to first be masterwork items.)</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 5776802, member: 5868"] My views: - Some limited quantity of magic items should be in the PHB, in order to demonstrate crafting rules. This includes basic weapon & armor enhancements, scrolls & potions, wands and perhaps a few minor wondrous items. Powers should conform to those that match spells or similar magic in the PHB. - Most magic items, and certainly the unique, rare, and powerful, should be in the DMG. The DMG should also contain items that may be lowe level but can't be matched by magic in the player's book. - Examples of unique items, and uniquely tailoring items, should be provided to the DM. - Leveling or adding powers to existing magic items should be an optional rule "module". - +X "enhanced" items should remain, but be explicitly non-magical. This is the realm of unique materials and fine smithcraft, not magic. So a +3 longsword might be so because it was crafted of meteoric iron steel by an exceptional smith, but aside from high quality and its performance enhancement is otherwise unremarkable and does not detect as magic. Meanwhile, an otherwise mundane-appearing sword that glows blue when enemies are near, or a sword with no "+X" enhancement that flames on command, or a +2 sword of undead slaying would all be magical items that detect as magic and have unique powers, the "+X" enhancement if they have one being a function of material and crafting, not the magic. "Magic" is a module added to an item, just as "enhanced" is, and they can come separate or together. (Similar to 3E's "masterwork" concept, except extend masterwork farther, and do not require all magical items to first be masterwork items.) [/QUOTE]
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General Tabletop Discussion
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Can 5E bring the wonder and mystery back to Magic Items?
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