From WotC_Logan: "Maybe a Charlie Brown Christmass Tree"

Remathilis said:
Happiness is only needing a magical weapon, magical armor and shield, some potions, and a couple cool items that let me break the rules of physics (like boots of flying). Goodbye CLW wands, cloaks of resistance, Amulets of Natural Armor, and other necessary evils. Viva la interesting treasure!
LOL, sometimes I forget that D&D players live in a world all their own. I had a whole campaign and gave out 2 magical items, both of which had plot significance. Nobody minded, we were too busy playing the game and having fun.

The main thing is that the players didn't let a past D&D experience determine what "should" happen to create a fun game.

And by the way, when was the last time you read a book where every character had multiple magical items weighing them down? I'll bet that not even D&D books introduce such boredom very often. I recall reading some Dragonlance years ago, and a cool half-elven character got a super-cool magical sword from a long-dead king in order to slay some beasty. Then the place blew up and he lost the sword. Them's the breaks! Now that's how you tell a story... where the characters are important, not the loot.
 

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I am worried about this blog entry. It does seem geared to managing expectations. I was really hoping that it would be possible to create a viable character with no magic items at all who could still fare well against monsters of the appropriate level. This blog made me wonder whether that will really be the case.
 

zoroaster100 said:
I am worried about this blog entry. It does seem geared to managing expectations. I was really hoping that it would be possible to create a viable character with no magic items at all who could still fare well against monsters of the appropriate level. This blog made me wonder whether that will really be the case.

Why would you expect that? It's never been the case, in any edition. Even though 3E formalized it much more than others, the fact is that in all editions of the game, certain high-level threats required magic items to deal with. (In fact, in older editions, if you didn't have a magic weapon, you were just screwed. 3E's DR is actually easier to penetrate.)

Sure, 4E is changing a lot. But "cool loot" is still one of the major attractions of the game for a lot of people. Making it less ubiquitous is great, but expecting it be easy to just get rid of entirely was pretty far-fetched.
 

Mouseferatu said:
Sure, 4E is changing a lot. But "cool loot" is still one of the major attractions of the game for a lot of people. Making it less ubiquitous is great, but expecting it be easy to just get rid of entirely was pretty far-fetched.
Actually, with the way they seemed to be gearing the game (class-based AC bonuses, much of the characters power resting in the class itself), I was pretty hopeful there'd be a section in the DMG that made it easy to run a no-magic game.

But I agree with the latest post it's definitely leaning more in the way of "managed expectations". Magic items seem to remain a fairly significant part of a characters overall expected power, if less than before.
 


My guess is that the items that still add to numbers are magic weapons and armour, because a +1 sword is one of the real sacred cows.

If weapons (including +6 wands) just add to attacks and armour adds to all the defences then adding both to a campaign doesn't change the maths very much, as long as PCs and monsters have similar equipment.
 


Goken100 said:
LOL, sometimes I forget that D&D players live in a world all their own. I had a whole campaign and gave out 2 magical items, both of which had plot significance. Nobody minded, we were too busy playing the game and having fun.

The main thing is that the players didn't let a past D&D experience determine what "should" happen to create a fun game.

And by the way, when was the last time you read a book where every character had multiple magical items weighing them down? I'll bet that not even D&D books introduce such boredom very often. I recall reading some Dragonlance years ago, and a cool half-elven character got a super-cool magical sword from a long-dead king in order to slay some beasty. Then the place blew up and he lost the sword. Them's the breaks! Now that's how you tell a story... where the characters are important, not the loot.

You know, I'm shooting for somewhere between the "+1 sword between the party" and the "yawn, another +5 sword. Anyone need one?" paragrims. A couple nice items (usually around 5 is my target) and a handful of expendables work well for me.
 

Remathilis said:
Happiness is only needing a magical weapon, magical armor and shield, some potions, and a couple cool items that let me break the rules of physics (like boots of flying). Goodbye CLW wands, cloaks of resistance, Amulets of Natural Armor, and other necessary evils. Viva la interesting treasure!


Happiness is a dagger and a loincloth.
 


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