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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="tetrasodium" data-source="post: 8489000" data-attributes="member: 93670"><p>Good of you to admit that, but you are complaining about the wrong problem. d&d is and always has been swimming in magic items. In a fit of poor design wotc decided to simply build a big chunk of the 5e system's math pretending otherwise & declared magic items "optional" like a software dev might declare something unsupported. Your complaint is in wotc refusing to correct that. </p><p></p><p>Magic items are part of the game. If you want a system designed so the heft they bring to the table is baked into the class abilities you would need a completely different system with different design goals like the Conan one I linked earlier. Wotc has provided multiple unfinished rules in o5e for crafting magic items, you. It would be charitable to call them "half baked", but rules exist for pricing of magic items as well. In past editions & some of the forks of 5e those rules were more robust with things like wealth by level & treasure by level to provide both GM <em>and</em> players guidance on how much is just right.</p><p></p><p>That guidance was & is critical because a GM had a goalpost to aim in the general vicinity of if they didn't have the system mastery to use other metrics. Players too had an equal if not even greater benefit from those rules as it provided them a goalpost they could point at if they felt the GM was failing to put the right amount of thumb on the scale for their character.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8489000, member: 93670"] Good of you to admit that, but you are complaining about the wrong problem. d&d is and always has been swimming in magic items. In a fit of poor design wotc decided to simply build a big chunk of the 5e system's math pretending otherwise & declared magic items "optional" like a software dev might declare something unsupported. Your complaint is in wotc refusing to correct that. Magic items are part of the game. If you want a system designed so the heft they bring to the table is baked into the class abilities you would need a completely different system with different design goals like the Conan one I linked earlier. Wotc has provided multiple unfinished rules in o5e for crafting magic items, you. It would be charitable to call them "half baked", but rules exist for pricing of magic items as well. In past editions & some of the forks of 5e those rules were more robust with things like wealth by level & treasure by level to provide both GM [I]and[/I] players guidance on how much is just right. That guidance was & is critical because a GM had a goalpost to aim in the general vicinity of if they didn't have the system mastery to use other metrics. Players too had an equal if not even greater benefit from those rules as it provided them a goalpost they could point at if they felt the GM was failing to put the right amount of thumb on the scale for their character. [/QUOTE]
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