BryonD
Hero
Yeah!!!!JohnSnow said:If something is "useful," people decide it has to be "necessary."
And as soon as these "people" grow up and learn that WotC knows what they want better than they do the gaming world will be a better place.
Yeah!!!!JohnSnow said:If something is "useful," people decide it has to be "necessary."
Sure it is. Get a mount with wings. Pegusai, Griffons, hippogryphs, Nightmares, dragons and god knows what else can serve as flying mounts.UngeheuerLich said:How can a fighter ever be able to fly without magical means? That is just not possible.
Flumphs?frankthedm said:Sure it is. Get a mount with wings. Pegusai, Griffons, hippogryphs, Nightmares, dragons and god knows what else can serve as flying mounts.
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JohnSnow said:It is my belief that attrition-based mechanics have gone the way of the dodo in Fourth Edition. So while 100% may be nice, 80% is probably sufficient to deal with any encounter. It just won't be as "easy."
I think the important term is "Opportunity Cost".BeauNiddle said:Rather than concidering the % of resources left (since we have no information from previews about it) lets instead consider what sort of bonuses magic items will give. The obvious answer is Powers [per encounter abilities]
If a character has 10 powers then adding another 5 wont necessarily be unbalancing (and consider they want players to have something interesting to do every round and that battles are meant to last longer then 10 powers is probably on the low end of what a character can manage by the time they've accumulated a supply of magic items). Furthermore consider the Power we've been shown so far - Elven precision, can reroll one attack roll per encounter. The gnome in the magic item article has bracers of accuracy it seems fairly likely that all they will do is grant the Elven precision ability. I'd file that under useful but not necessary.
In 3rd ed items gave fighters their ONLY special abilities. In 4th ed magic items are competing with all the other things the character can do so it's a lot less likely they'll be pivotal in battle.
Until we see 4th ed in much more detail we wont know whether a character is meant to end every encounter having used every single ability they have or if they're expected to have used only 50% and it's the tactical choice of choosing which powers that makes the game challenging. Until we know that we can't say what effect adding another 5 abilities to a character will have.
With hit points as an abstract measure, both might be equally valid.Hjorimir said:I don't think I'd elminate magic items completely, but I do think I would enjoy a game where magic items didn't provide the bonuses (the big three, as it were).
I've always thought it would make more sense if a magic sword simply inflicted more damage and didn't confer a bonus to hit (in my mind that would mean the sword was adding a level of skill to the wielder).
I'm going to be taking a very close look at this come June.
Sure, I can see that. I just prefer swords like Sting and Glambring to +1 orc bane shortsword. So, if I remove the bonuses and incorporate them directly into the characters, I can make all my magic items unique and special. I think that emulates the fantasy novels I enjoy so much.Mustrum_Ridcully said:With hit points as an abstract measure, both might be equally valid.
I'd tend to reason this way:
- To hit bonus means the weapon is better balanced, easier to handle, or even actually guides your hands (its magic)
- To damage bonus means it somehow hits "heavier". It might be due the material being denser/heavier, or it's "extra sharp". The abstract nature of hit points means that its also more difficult to evade the blow - maybe to "roll with the blow" is more difficult due to the weapns speed, or its weight means you weapon block works less well, or its sharpness means that even a tiny graze is more dangerous and you need more effort to avoid the damage.