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<blockquote data-quote="Tony Vargas" data-source="post: 6035701" data-attributes="member: 996"><p>Yet that's exactly the point critics of modern D&D make when they disparage the wealth-by-level attempts at making items a balanced or player-driven.</p><p></p><p>Vanishingly few. Items have always been 'figured in' in one way or another. You couldn't use a lot of monsters in classic D&D if the players lacked the items needed to stand up to them, for instance. Magic items did a lot of thing that PCs otherwise couldn't. In modern D&D, you got formulas or guidelines or targets for magic items, but, even as they came under better control, they also stopped doing a lot of things PCs couldn't. </p><p></p><p>I've seen more than a few 'low magic' games that made magic items very rare, and the funny thing about them was that they usually didn't put any such limitation on casters, and casters ended up, by contrast, much more important and powerful than in a regular game where there was a chance non-casters could pick up a big enough collection of items to help them keep up. </p><p></p><p>None. OTOH, the number of games in which no one plays a fighter because other classes are just flat-out better...</p><p></p><p></p><p></p><p>If 5e really wanted to take the 'best' of prior eds with regards to magic items, it'd have a fairly solid and balanced set of guidelines for the sort and number of magic items PCs should have at a given level, with players exercising some choice in what items are appropriate to their characters, as in modern D&D, but, the items would be powerful and potentially character-defining as they were in classic D&D. Thus, a non-caster who lacked the power and versatility of innate magic could expect to make up for it with an interesting/potent signature item chosen by the player to fit his concept.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6035701, member: 996"] Yet that's exactly the point critics of modern D&D make when they disparage the wealth-by-level attempts at making items a balanced or player-driven. Vanishingly few. Items have always been 'figured in' in one way or another. You couldn't use a lot of monsters in classic D&D if the players lacked the items needed to stand up to them, for instance. Magic items did a lot of thing that PCs otherwise couldn't. In modern D&D, you got formulas or guidelines or targets for magic items, but, even as they came under better control, they also stopped doing a lot of things PCs couldn't. I've seen more than a few 'low magic' games that made magic items very rare, and the funny thing about them was that they usually didn't put any such limitation on casters, and casters ended up, by contrast, much more important and powerful than in a regular game where there was a chance non-casters could pick up a big enough collection of items to help them keep up. None. OTOH, the number of games in which no one plays a fighter because other classes are just flat-out better... If 5e really wanted to take the 'best' of prior eds with regards to magic items, it'd have a fairly solid and balanced set of guidelines for the sort and number of magic items PCs should have at a given level, with players exercising some choice in what items are appropriate to their characters, as in modern D&D, but, the items would be powerful and potentially character-defining as they were in classic D&D. Thus, a non-caster who lacked the power and versatility of innate magic could expect to make up for it with an interesting/potent signature item chosen by the player to fit his concept. [/QUOTE]
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