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General Tabletop Discussion
*Dungeons & Dragons
Caster attack roll bonus items attunement vs. attack roll bonus items of other classes
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<blockquote data-quote="NotAYakk" data-source="post: 9405556" data-attributes="member: 72555"><p>Arcane Grimoire is an upgrade to WoWM - in initial 5e, they only gave Warlocks a low tier DC-increasing item (the logic being, I think, Warlocks only got a few spells, and them all fizzling sucks more than if you have more spells).</p><p></p><p>I suspect D&D 5.1 will have magic items designed around being focuses. Ie, WoWM would be an arcane focus, and spells cast <strong>using it as a focus</strong> get the bonus. This is more akin to magic weapons. Without that text (spells using this item as a focus), you can (as I mentioned) stack them in probably unintended ways.</p><p></p><p>5e magic items are "balanced" by <em>random magic item tables</em>, not by rarity. The idea is that the party gets some random subset of uncommon items in T1/2, not that all uncommon items are equal in usefulness. Even magic item shops should be populated by random magic items.</p><p></p><p>If not that, then magic items should be curated by the DM as part of their contribution to PC builds.</p><p></p><p>5e is <strong>definitely</strong> not well designed for PCs to shop for magic items out of a price book, swapping uncommon for uncommon at-will.</p><p></p><p>With the "randomly roll item" system, 5e magic item rarities are perfectly kosher. Sure, some uncommon items are better than rare items, but <em>it doesn't matter</em>; the only real impact is that the asking prices NPCs offer for a given item may be surprisingly high or low, and PCs can take it or leave it without the game having problems.</p><p></p><p>With magic item shops (which is just proxy for "magic items someone may offer to sell or trade") also being randomly populated with a sparse selection of items, even the price items are sold at doesn't have to make all that much sense. Some will be surprisingly cheap and useful, others expensive - PCs can take it or leave it. The price becomes a (optional) challenge to overcome in getting the item, <em>not</em> a measure of its utility; a crappy item costing 50,000 gp is like a big bad scary monster known to be guarding no treasure and not having any plot relevance or the like. Just don't choose to fight it!</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9405556, member: 72555"] Arcane Grimoire is an upgrade to WoWM - in initial 5e, they only gave Warlocks a low tier DC-increasing item (the logic being, I think, Warlocks only got a few spells, and them all fizzling sucks more than if you have more spells). I suspect D&D 5.1 will have magic items designed around being focuses. Ie, WoWM would be an arcane focus, and spells cast [b]using it as a focus[/b] get the bonus. This is more akin to magic weapons. Without that text (spells using this item as a focus), you can (as I mentioned) stack them in probably unintended ways. 5e magic items are "balanced" by [I]random magic item tables[/I], not by rarity. The idea is that the party gets some random subset of uncommon items in T1/2, not that all uncommon items are equal in usefulness. Even magic item shops should be populated by random magic items. If not that, then magic items should be curated by the DM as part of their contribution to PC builds. 5e is [b]definitely[/b] not well designed for PCs to shop for magic items out of a price book, swapping uncommon for uncommon at-will. With the "randomly roll item" system, 5e magic item rarities are perfectly kosher. Sure, some uncommon items are better than rare items, but [I]it doesn't matter[/I]; the only real impact is that the asking prices NPCs offer for a given item may be surprisingly high or low, and PCs can take it or leave it without the game having problems. With magic item shops (which is just proxy for "magic items someone may offer to sell or trade") also being randomly populated with a sparse selection of items, even the price items are sold at doesn't have to make all that much sense. Some will be surprisingly cheap and useful, others expensive - PCs can take it or leave it. The price becomes a (optional) challenge to overcome in getting the item, [I]not[/I] a measure of its utility; a crappy item costing 50,000 gp is like a big bad scary monster known to be guarding no treasure and not having any plot relevance or the like. Just don't choose to fight it! [/QUOTE]
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Caster attack roll bonus items attunement vs. attack roll bonus items of other classes
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