From WotC_Logan: "Maybe a Charlie Brown Christmass Tree"

TerraDave

5ever, or until 2024
Logan B gives a little more detail on how PCs will have some, but not as many, magic items:

WotC_Logan, 10/15/2007 5:27:39 PM


I'm working on magic items right now. A previous version of the rules had magic items that were just too complex and too numerous, so we're stripping off a couple layers of complexity. You won't be a magic item Christmas tree any more, but you might be a Christmas shrub or a Charlie Brown Christmas tree.

The items are generally focused on one thing to keep players from forgetting what the items do. We don't want too many conditionals, nor do we want effects that fight for the same ground as powers. In 3.5, if a fighter had a magic item with an activated effect, it was easier to remember and use because he didn't also have powers.

Though we're still working on magic items, the really cool parts of items are alread done, in a sense. We've removed or changed items like headband of intellect and ring of protection so they're no longer required just to get the numbers you need. The items like that that are still around fill just a few slots. We've also gotten rid of the need for tons of expendable items. They'll still be around, but you'll no longer need to buy a wand of cure light wounds every adventure.
 

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Sounds good... so far. And keeping *some* items is good, it's a D&Dism, just the full-fledged Christmas-tree was annoying.

EDIT: I hope they keep plenty of potions. That was something, I actually liked: Carrying around a collection of various potions and single-use items... it made "gear-carrying trickster" a bit more useful and fun.

Cheers, LT.
 
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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!
 


WotC_Logan said:
We've removed or changed items like headband of intellect and ring of protection so they're no longer required just to get the numbers you need. The items like that that are still around fill just a few slots.
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.

WotC_Logan said:
We've also gotten rid of the need for tons of expendable items. They'll still be around, but you'll no longer need to buy a wand of cure light wounds every adventure.
Sounds good to me.

Lord Tirian said:
I hope they keep plenty of potions. That was something, I actually liked: Carrying around a collection of various potions and single-use items... it made "gear-carrying trickster" a bit more useful and fun.
Just so long as "gear carrier" is somehow built into the class (like the Artificer); because otherwise you're a fully classed PC plus potions, which makes you more effective than the other PC's at a given level, stealing spot light.

That would be a cool concept for a particular kind of Striker who backs up the Defenders with grenades and sleep gas.
 


WotC_Logan said:
you'll no longer need to buy a wand of cure light wounds every adventure

Interpretations:
- Resting is easier and/or heals more hit points.
- Characters have significantly more hit points.
- 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 :\ .
 

As long as they get rid of the necessity to "trade up," I'll be pretty happy. I think that by itself is one of the biggest detractors from an item's "coolness." That magic sword you found in the musty tomb back when you were level 2 was really awesome and special, but by the time you're on your third magic sword, there's no longer that sense of wonder.
 

TheArcane said:
Interpretations:
- Resting is easier and/or heals more hit points.
- Characters have significantly more hit points.
- Most likely IMHO: Magical healing via clerics is made at will / per encounter, making it practically infinite. Which I don't like. Probably more fun that way :\ .

- Healing will be more worthwhile per use, so that while a cleric has finite healing, it will be more useful and not detract (aka burn valuable spell slots) to use.
 

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