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<blockquote data-quote="hong" data-source="post: 1389555" data-attributes="member: 537"><p>Start at 6th level. Go on grand, epic adventure, find legendary magic item.</p><p></p><p>Reach 7th level. Go on slightly more grand, epic adventure, find slightly more legendary magic item.</p><p></p><p>Reach 8th level. Go on yet more grand, epic adventure, find yet more legendary magic item.</p><p></p><p>Etcetera. It has always been thus in D&D, regardless of edition. From the point of view of the "character is identified with a powerful artifact" trope, 3E's setup simply takes it to its logical conclusion when applied to extended play. In fact, rules allowing for item upgrading mean that 3E actually supports this trope to a much greater extent than previous editions.</p><p></p><p></p><p></p><p></p><p></p><p>A 10th level character is special. Depending on class, they can raise people from the dead, or teleport across the planet, or climb a vertical wall, or wade through a battalion of orcs. It's entirely reasonable to assume that such a character is, indeed, going to have special and valuable items, unless the ability to raise people from the dead is commonplace in your world.</p><p></p><p></p><p></p><p></p><p></p><p>I blame Robert E. Heinlein's Conan.</p><p></p><p></p><p></p><p></p><p></p><p>Designing a world that a character can fit into and interact with, is entirely orthogonal to the issue of items.</p><p></p><p>And because this topic was also old two years ago, here is another random picture of a dinosaur.</p><p></p><p><img src="http://enworld.cyberstreet.com/hosted/adilbrand/inzeladun/images/tyrannosaur.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="hong, post: 1389555, member: 537"] Start at 6th level. Go on grand, epic adventure, find legendary magic item. Reach 7th level. Go on slightly more grand, epic adventure, find slightly more legendary magic item. Reach 8th level. Go on yet more grand, epic adventure, find yet more legendary magic item. Etcetera. It has always been thus in D&D, regardless of edition. From the point of view of the "character is identified with a powerful artifact" trope, 3E's setup simply takes it to its logical conclusion when applied to extended play. In fact, rules allowing for item upgrading mean that 3E actually supports this trope to a much greater extent than previous editions. A 10th level character is special. Depending on class, they can raise people from the dead, or teleport across the planet, or climb a vertical wall, or wade through a battalion of orcs. It's entirely reasonable to assume that such a character is, indeed, going to have special and valuable items, unless the ability to raise people from the dead is commonplace in your world. I blame Robert E. Heinlein's Conan. Designing a world that a character can fit into and interact with, is entirely orthogonal to the issue of items. And because this topic was also old two years ago, here is another random picture of a dinosaur. [img]http://enworld.cyberstreet.com/hosted/adilbrand/inzeladun/images/tyrannosaur.jpg[/img] [/QUOTE]
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