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<blockquote data-quote="BookBarbarian" data-source="post: 7014729" data-attributes="member: 6802553"><p>Interestingly I feel the opposite. Finding New magic items and replacing old ones feels way more video gamey to me. In the Hobbit, LoTR, and just about every fantasy book I've ever read magic items are so rare and special you would never replace one with another. </p><p></p><p>In AiME you're really only ever expected to have one or maybe two magic items. These Items should feel really special. I think this is a way to make those special items still feel unique and useful/powerful as you level up.</p><p></p><p>Also I think it fit's the fiction albeit a bit indirectly. When Bilbo Gets sting he has know idea what it can do. He just knows it's a dagger of eleven make. later, when he encounters Goblins he finds out that it glows when Goblins/orc are near. Even Later he finds out it's particularity effective against spiders and their webs.</p><p></p><p>You could just give the weapon all the powers right from the get go, but only reveal them when it's pertinent to the situation at hand. Having a level requirement for certain enchantment is just a other way to do it. I do think it is a "metagame" thing, but it doesn't bother me that much.</p></blockquote><p></p>
[QUOTE="BookBarbarian, post: 7014729, member: 6802553"] Interestingly I feel the opposite. Finding New magic items and replacing old ones feels way more video gamey to me. In the Hobbit, LoTR, and just about every fantasy book I've ever read magic items are so rare and special you would never replace one with another. In AiME you're really only ever expected to have one or maybe two magic items. These Items should feel really special. I think this is a way to make those special items still feel unique and useful/powerful as you level up. Also I think it fit's the fiction albeit a bit indirectly. When Bilbo Gets sting he has know idea what it can do. He just knows it's a dagger of eleven make. later, when he encounters Goblins he finds out that it glows when Goblins/orc are near. Even Later he finds out it's particularity effective against spiders and their webs. You could just give the weapon all the powers right from the get go, but only reveal them when it's pertinent to the situation at hand. Having a level requirement for certain enchantment is just a other way to do it. I do think it is a "metagame" thing, but it doesn't bother me that much. [/QUOTE]
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