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Discussion on +x magic items
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<blockquote data-quote="DM_Blake" data-source="post: 3928893" data-attributes="member: 57267"><p>Such a setting is really fun to play. I enjoy them myself (althought I've only DMed them, never played in one).</p><p></p><p>But, doesn't that sound more like a supplemental setting than a core magic system?</p><p></p><p>From a game design perspective, I would much rather 4e have complete rules for magic items, and then we can all use them as liberally or as sparsely as we wish, as opposed to having little or no magic item system and then anyone who wants one has to build it from scratch, or import barely compatible 3e stuff.</p><p></p><p>Shouldn't we all be hoping for a middle-of-the-road and easily flexible and adaptable system that we can tune to our own settings with the benefit of reaching a huge audience and thus generating interest and tons of new supplements in the foreseeable future?</p><p></p><p>The alternatives, one of which you presented in your post that I quoted, would mean that many, maye even most, D&D groups would need to seriously modify or create a magic item system, resulting in tons of work, and lost customers, which eventually leads 4e into a less-selling and less-profitable game which then drives the 3rd party puplishers away, too.</p><p></p><p>Nobody wants that, right?</p><p></p><p>Keep it middle-of-the-road and very flexible, then everyone can use it with little or no tuning.</p></blockquote><p></p>
[QUOTE="DM_Blake, post: 3928893, member: 57267"] Such a setting is really fun to play. I enjoy them myself (althought I've only DMed them, never played in one). But, doesn't that sound more like a supplemental setting than a core magic system? From a game design perspective, I would much rather 4e have complete rules for magic items, and then we can all use them as liberally or as sparsely as we wish, as opposed to having little or no magic item system and then anyone who wants one has to build it from scratch, or import barely compatible 3e stuff. Shouldn't we all be hoping for a middle-of-the-road and easily flexible and adaptable system that we can tune to our own settings with the benefit of reaching a huge audience and thus generating interest and tons of new supplements in the foreseeable future? The alternatives, one of which you presented in your post that I quoted, would mean that many, maye even most, D&D groups would need to seriously modify or create a magic item system, resulting in tons of work, and lost customers, which eventually leads 4e into a less-selling and less-profitable game which then drives the 3rd party puplishers away, too. Nobody wants that, right? Keep it middle-of-the-road and very flexible, then everyone can use it with little or no tuning. [/QUOTE]
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