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Eliminating magic items in 4e completely
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<blockquote data-quote="BeauNiddle" data-source="post: 4014242" data-attributes="member: 836"><p>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]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BeauNiddle, post: 4014242, member: 836"] 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. [/QUOTE]
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