From WotC_Logan: "Maybe a Charlie Brown Christmass Tree"

William Ronald said:
I do like the thought that more of the power of characters will be internalized with the character, as opposed toi magic items. (Internalized power is harder to take away than magic items, which can be destroyed or stolen.)
So can your arms.

Just sayin'
 

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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 read the comment about the percieved problem items (big six?) still being around and got the feeling that they were stepping away from the promise of ditching the Christmas tree. The blog seems to be aimed at managing our expectations. The Christmas tree is not dead, it's just Christmas Tree lite now.

I was thinking the change/redesign was going to be bigger than this blog inidcates. I somehow thought with Mearls on board it would become 'you not your gear'.
 

Monkey Boy said:
I somehow thought with Mearls on board it would become 'you not your gear'.

It is about you, rather than your gear.

But remember, Arthur did have Excalibur, Cúchulainn had the Gáe Bulg, and even Thor had a girdle and gloves to go with his hammer. So, while your traits are what define your hero, sometimes your stuff can add equally to his legend.
 

GnomeWorks said:
It's because nothing breaks versimilitude like infinite healing.

Why? It's a pretend fantasy world. What exactly is wrong with infinite healing?

I'm using touch of healing from complete champion and the game works fine. It's fun to say good bye to the 10 minute work day. We get through lots of encounters and have lots of fun.

I would argue that the alternative to inifinite healing, Resting all the time, breaks versimilitude.
 

Mourn said:
It is about you, rather than your gear.

But remember, Arthur did have Excalibur, Cúchulainn had the Gáe Bulg, and even Thor had a girdle and gloves to go with his hammer. So, while your traits are what define your hero, sometimes your stuff can add equally to his legend.

I take it you will still have the item slots you always had. Pure speculation but I got that impression from the blog entry. If so you will likely want to equip something in each slot and become the Christmas Tree we were told would be gone.

I would love to see one or two awesome items per character tops emulating the hero's you describe. If they restrict the slots but bump the power of the items I would be a happy man.
 

Monkey Boy said:
I take it you will still have the item slots you always had. Pure speculation but I got that impression from the blog entry. If so you will likely want to equip something in each slot and become the Christmas Tree we were told would be gone.

I don't think we'll see that. I think we'll see less slots, so that a well geared character will have a handful of magic items.

I would love to see one or two awesome items per character tops emulating the hero's you describe. If they restrict the slots but bump the power of the items I would be a happy man.

That's what I think they'll do. Make the items cooler, but not as plentiful.
 

Irda Ranger said:
So can your arms.

Just sayin'


Yes, but it is rather hard to swing a +5 sword with no arms. Also, the D&D rules traditionally have made it easier to destroy magical equipment than to permanently (short of a regeneration spell) maim characters.

Some equipment can enhance a character, as pointed out by Mourn. However, we have seen 3.0 threads asking how powerful is a character of X level without equipment. So the question that remains to be answered is what balance will be struck between internal power and external power.
 

I honestly think it would be a good idea to do away with the whole concept of slots, it leads to people thinking like a....oh my I'm about to say it....video game!

I think the idea of only having 3 or so permanent items per character and just have those items grow in power is the best way, seems more like novels and most fiction.

Does it really matter if your amulet does x, belt y, and helm z. Compared to your cloak doing x+y+z. It means that there is only one item that needs to be taken away, sundered, destroyed in a fireball, ect..
 

It would be nice to provide all healer characters with an infite healing power capacity, albeit with a low healing output. Something like: (healer level) hitpoints per minute of uninterrupted casting.

That way you don't need to cast dice, make the party rest for hours or worry about superresistant parties.

Regards,
Ruemere

PS. I like the "fewer items" approach. It's really changing high level campaigning.
 

Monkey Boy said:
I read the comment about the percieved problem items (big six?) still being around and got the feeling that they were stepping away from the promise of ditching the Christmas tree. The blog seems to be aimed at managing our expectations. The Christmas tree is not dead, it's just Christmas Tree lite now.

I was thinking the change/redesign was going to be bigger than this blog inidcates. I somehow thought with Mearls on board it would become 'you not your gear'.

Me, too, and if they are backing off on this and attempting to 'manage expectations,' I'll be disappointed.

I thought I had read in another blog magic items would be more focused on 'doing' interesting things, and not on just giving passive bonuses to stats and die rolls (which is boring as hell, and sucks all of the magic out of magic).
 

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