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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="tetrasodium" data-source="post: 8249481" data-attributes="member: 93670"><p>To an extent 3.x handled that through slot affiliates and magic item progression to force some degree of churn. If a player got a +1 item early on it would need to be a +2 after a while to maintain the same level of amazing in relation to what players faced and in other cases a ghost touch +0 holy +0 or whatever might be dramatically better than a +2 while in others the +2 was best. Meanwhile if a gm did something like realize a magic item was too good they could use those in combination to solve it by way of forcing a choice between keeping up without that item or falling behind the curve of expectation with it.</p><p>[spoiler="slot affinities"]</p><p>[ATTACH=full]135689[/ATTACH]</p><p>[/spoiler]</p><p></p><p></p><p>5e as you note 5e got rid of both in favor of one size fits all attunement, added (non)magic bludgeoning piercing slashing as the only thing needed, and took a step further with abounded accuracy assumeing no magic item progression to ensure there is no churn of items and that they never reach a point of not being effective enough to create all new problems while bringing back old ones.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8249481, member: 93670"] To an extent 3.x handled that through slot affiliates and magic item progression to force some degree of churn. If a player got a +1 item early on it would need to be a +2 after a while to maintain the same level of amazing in relation to what players faced and in other cases a ghost touch +0 holy +0 or whatever might be dramatically better than a +2 while in others the +2 was best. Meanwhile if a gm did something like realize a magic item was too good they could use those in combination to solve it by way of forcing a choice between keeping up without that item or falling behind the curve of expectation with it. [spoiler="slot affinities"] [ATTACH type="full"]135689[/ATTACH] [/spoiler] 5e as you note 5e got rid of both in favor of one size fits all attunement, added (non)magic bludgeoning piercing slashing as the only thing needed, and took a step further with abounded accuracy assumeing no magic item progression to ensure there is no churn of items and that they never reach a point of not being effective enough to create all new problems while bringing back old ones. [/QUOTE]
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