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General Tabletop Discussion
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How come BBEG coming out never have magic weapons or items?
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<blockquote data-quote="Charlaquin" data-source="post: 7486542" data-attributes="member: 6779196"><p>Ok, it seems like some things are getting exaggerated here. Feats and multiclassing are both optional. Allowing them doesn’t generally break the game. There are a few feats that are especially strong (namely Sharpshooter, Crossbow Expert, Great Weapon Master, and Polearm Master), and some pretty cheesy stuff can be achieved with dipping one or two levels of a certain class (the worst offender being Warlock 2/Sorcerer X). But like... The degree by which they exceed the expected power curve is nothing compared to some of the absurd stuff that was possible with multiclassing and Feats in 3.5. The Sorlock is pretty strong, but it’s no CoDzilla. If you’ve managed to run 3.5 with even slightly powergamey players, 5e will be a cakewalk by comparison.</p><p></p><p></p><p>5e has very, very tight accuracy math that intentionally does not take into account the effects of +x magic items. A character with a +1 sword will hit 5% more often than they are “supposed to”. A character with a set of +1 armor will be hit 5% less often than they are “supposed to.” This is by design, and was done mostly in response to critique that, in 3e and 4e, you <em>need</em> certain +x items by certain levels just to keep up, which meant if the DM didn’t give out the right items on the right schedule, the party could end up too weak (or too strong, if they gave out too much) for their level and break the CR math. It also made magic items an expected thing on the player’s side, which some folks felt made magic not feel rare or special enough. So, for 5e, they decided to leave magic items completely out of the encounter math. DMs are free to distribute magic items any way they see fit (at their own informed risk), and players know that when they receive magic items, they are always a true bonus and never necessary to keep pace with the treadmill.</p><p></p><p>EDIT: Personally, I think all of this nonsense could easily be resolved by just getting rid of the +x on magic items entirely, and letting magic items stand out on their magical effects alone. But apparently +x magic items are one of those things it doesn’t “feel like D&D” without.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7486542, member: 6779196"] Ok, it seems like some things are getting exaggerated here. Feats and multiclassing are both optional. Allowing them doesn’t generally break the game. There are a few feats that are especially strong (namely Sharpshooter, Crossbow Expert, Great Weapon Master, and Polearm Master), and some pretty cheesy stuff can be achieved with dipping one or two levels of a certain class (the worst offender being Warlock 2/Sorcerer X). But like... The degree by which they exceed the expected power curve is nothing compared to some of the absurd stuff that was possible with multiclassing and Feats in 3.5. The Sorlock is pretty strong, but it’s no CoDzilla. If you’ve managed to run 3.5 with even slightly powergamey players, 5e will be a cakewalk by comparison. 5e has very, very tight accuracy math that intentionally does not take into account the effects of +x magic items. A character with a +1 sword will hit 5% more often than they are “supposed to”. A character with a set of +1 armor will be hit 5% less often than they are “supposed to.” This is by design, and was done mostly in response to critique that, in 3e and 4e, you [I]need[/I] certain +x items by certain levels just to keep up, which meant if the DM didn’t give out the right items on the right schedule, the party could end up too weak (or too strong, if they gave out too much) for their level and break the CR math. It also made magic items an expected thing on the player’s side, which some folks felt made magic not feel rare or special enough. So, for 5e, they decided to leave magic items completely out of the encounter math. DMs are free to distribute magic items any way they see fit (at their own informed risk), and players know that when they receive magic items, they are always a true bonus and never necessary to keep pace with the treadmill. EDIT: Personally, I think all of this nonsense could easily be resolved by just getting rid of the +x on magic items entirely, and letting magic items stand out on their magical effects alone. But apparently +x magic items are one of those things it doesn’t “feel like D&D” without. [/QUOTE]
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How come BBEG coming out never have magic weapons or items?
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