From WotC_Logan: "Maybe a Charlie Brown Christmass Tree"

TheArcane said:
- Most likely IMHO: Magical healing via clerics (edit: or via mentioned magic wand) is made at will / per encounter, making it practically infinite. Which I don't like. Probably more fun that way :\ .

Works out fine in the game I run---where the party essentially heals up to 100% after each encounter.
 

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Irda Ranger said:
Huh? The first sentence sounds good, but I don't know what the second one is supposed to mean at all. You don't need them but they're around? The only reason you "needed" them in 3.x was because everyone else had them (the arms race) and because the CR system assumed them (the game design). I'm sure 4e is trying to fix the later, but how is the former solved if they still exist in the game? I hope the effect is lessened, but I'd rather it was wholly alleviated.

I think he's referring to things like swords and armor. If you're going to have a +5 sword, you basically have to work them into the arms race and assume that players have them in the CR system.

Personally, I'm ok with the items you're assumed to have being a limited list that begins with "magical weapon" and ends with "magical armor."
 


Good I no longer have to make clones of a character just to be affective!!! :) It has gotten to the point where all my pcs allways have the same equipment. This one guy I game with all ways makes the same character, different name, different face, same feats and the same gear. Rant over, It will probably happen in 4E anyways, at least it will be different for awhile! ;)
 



Magic items are a blessing and a curse. You need them, you want them, you can't turn them down... but if they are too powerfull, they take the decision re: what the character will be good at away from the player and give it to the DM. That's no fun!
 

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