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Errors from previous editions which got repeated.
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<blockquote data-quote="gribble" data-source="post: 4760386" data-attributes="member: 12430"><p>I think the big two for me are the 15 minute adventuring day and the magic item "christmas tree" effect.</p><p></p><p>In both cases the pre-release marketing claimed to have fixed them. In both cases, you can see in the system where they've tried. In both cases they failed horribly.</p><p></p><p>The introduction of at-will & encounter powers certainly went a long way to resolving the problem. Unfortunately, WotC introduced an even harder limit on character effectiveness - healing surges.</p><p></p><p>By making all of the "core" magic items provide a flat bonus on top of special abilities, you can see how WotC have tried to avoid the "must have" boring mechanical-only boost magic items of 3e. Unfortunately, the math makes it even more essential in 4e that you have one suit of armor, one neck slot item and one weapon/implement and that all are of the level-appropriate bonus. I don't see why they didn't just include the flat bonuses in the standard level advancement mechanics and make the magic items just the interesting bits...</p><p></p><p>Oh well. Maybe these will be rectified in 5e...</p><p><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></blockquote><p></p>
[QUOTE="gribble, post: 4760386, member: 12430"] I think the big two for me are the 15 minute adventuring day and the magic item "christmas tree" effect. In both cases the pre-release marketing claimed to have fixed them. In both cases, you can see in the system where they've tried. In both cases they failed horribly. The introduction of at-will & encounter powers certainly went a long way to resolving the problem. Unfortunately, WotC introduced an even harder limit on character effectiveness - healing surges. By making all of the "core" magic items provide a flat bonus on top of special abilities, you can see how WotC have tried to avoid the "must have" boring mechanical-only boost magic items of 3e. Unfortunately, the math makes it even more essential in 4e that you have one suit of armor, one neck slot item and one weapon/implement and that all are of the level-appropriate bonus. I don't see why they didn't just include the flat bonuses in the standard level advancement mechanics and make the magic items just the interesting bits... Oh well. Maybe these will be rectified in 5e... :) [/QUOTE]
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