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General Tabletop Discussion
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Design & Development: Magic Item Levels
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<blockquote data-quote="Rechan" data-source="post: 3921211" data-attributes="member: 54846"><p>I'm simply underwhelmed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Honestly, I anticipated something like the Weapons of Legacy. As I said earlier, I'd be much happier with say, a magical sword (or other item) that gives <em>no</em> plusses, but offers a sundry ability. Possibly an ability that cannot be mimiced via a spell or class ability (similar to how monsters are given unique abilities made just for that critter rather than just slapping 'Spell-like: See Spell X in PHB'). </p><p></p><p>Less +2 Flaming sword and more Cloak of the Bat. When a villain whips out his magical item, the PCs should crowd around the table and wait anxiously to see what it's going to <em>do</em>. Instead we get "Hey, he's got a flail. Anyone here need a flail? No? Then we'll just toss that into the sell pile."</p><p></p><p>Granted, I'm not a huge low magic fan; I like my high fantasy, yet I think the fewer magical weapons/items PCs get, the better. PCs only having 2-3 magical items that have several abilities is much better than the tacklebox. Maybe PCs getting only 3 magic swords in their entire career would be cool (One for Heroic, one for Paragon, and one for Epic).</p><p></p><p>But I also suck at deciding on loot; I'm a terrible bookkeeper and deciding what my PCs need, and what I should give them. This system (level based GP value, level based items) make it much simpler than trying to fidget with the wealth by level and figuring 'I need to give them ten pouches of 200 gold or three items of at least 600gp'. </p><p></p><p>And the MageMart notion just sort've drags at my sense of immersion. I have a running joke with another gamer that shopkeepers are regularly going on dungeoncrawls so they can have the XP to burn on making magical items.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3921211, member: 54846"] I'm simply underwhelmed. :) Honestly, I anticipated something like the Weapons of Legacy. As I said earlier, I'd be much happier with say, a magical sword (or other item) that gives [i]no[/i] plusses, but offers a sundry ability. Possibly an ability that cannot be mimiced via a spell or class ability (similar to how monsters are given unique abilities made just for that critter rather than just slapping 'Spell-like: See Spell X in PHB'). Less +2 Flaming sword and more Cloak of the Bat. When a villain whips out his magical item, the PCs should crowd around the table and wait anxiously to see what it's going to [i]do[/i]. Instead we get "Hey, he's got a flail. Anyone here need a flail? No? Then we'll just toss that into the sell pile." Granted, I'm not a huge low magic fan; I like my high fantasy, yet I think the fewer magical weapons/items PCs get, the better. PCs only having 2-3 magical items that have several abilities is much better than the tacklebox. Maybe PCs getting only 3 magic swords in their entire career would be cool (One for Heroic, one for Paragon, and one for Epic). But I also suck at deciding on loot; I'm a terrible bookkeeper and deciding what my PCs need, and what I should give them. This system (level based GP value, level based items) make it much simpler than trying to fidget with the wealth by level and figuring 'I need to give them ten pouches of 200 gold or three items of at least 600gp'. And the MageMart notion just sort've drags at my sense of immersion. I have a running joke with another gamer that shopkeepers are regularly going on dungeoncrawls so they can have the XP to burn on making magical items. [/QUOTE]
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