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How do you handle magic item churn in 5E?
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<blockquote data-quote="tetrasodium" data-source="post: 7946952" data-attributes="member: 93670"><p>Yes alice is the gm, that seemed pretty clear the <a href="https://www.enworld.org/threads/how-do-you-handle-magic-item-churn-in-5e.671025/post-7946335" target="_blank">first </a>time and <a href="https://www.enworld.org/threads/how-do-you-handle-magic-item-churn-in-5e.671025/post-7946750" target="_blank">second time</a> I mentioned her now needing to remembering things she gave the party (a task usually exclusively in the gm's hands). I didn't restate that instead of explaining the generic names because it seemed like such an obvious role I felt [USER=205]@TwoSix[/USER] was asking if alice was someone specific in this thread or whatever.</p><p></p><p>The three rings example is another thing that highlights the problems with 5e's style. If your talking about a ring of swimming, ring of jumping, ring of warmth, or some other trio of very minor items you don't have much to worry about. If you are talking about some combination of 3 from Ring of evasion, ring of spell storing, ring of free action, ring of regeneration, ring of resistance, ring of shooting stars, ring of invisibility, ring of spell turning... things get different.</p><p></p><p>item churn is neither good nor bad. A game like Andy's that wants fewer magic items or faster progression can just give out fewer more powerful ones, but a game like Alice's that wants more less powerful magic items & slower progression is lacking the foundational elements within 5e to do so effectively. Alice needs to not only build custom magic items without guidance or safety nets, she needs to create the foundational rule elements that allow it to work because the system is overly simplified for Andy's game. Andy by comparison would not be hindered by simply having to choose more powerful items that fit his desires if the system were setup in reverse to meet the needs of both games... He could even ignore all the guidance if he wanted to.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7946952, member: 93670"] Yes alice is the gm, that seemed pretty clear the [URL='https://www.enworld.org/threads/how-do-you-handle-magic-item-churn-in-5e.671025/post-7946335']first [/URL]time and [URL='https://www.enworld.org/threads/how-do-you-handle-magic-item-churn-in-5e.671025/post-7946750']second time[/URL] I mentioned her now needing to remembering things she gave the party (a task usually exclusively in the gm's hands). I didn't restate that instead of explaining the generic names because it seemed like such an obvious role I felt [USER=205]@TwoSix[/USER] was asking if alice was someone specific in this thread or whatever. The three rings example is another thing that highlights the problems with 5e's style. If your talking about a ring of swimming, ring of jumping, ring of warmth, or some other trio of very minor items you don't have much to worry about. If you are talking about some combination of 3 from Ring of evasion, ring of spell storing, ring of free action, ring of regeneration, ring of resistance, ring of shooting stars, ring of invisibility, ring of spell turning... things get different. item churn is neither good nor bad. A game like Andy's that wants fewer magic items or faster progression can just give out fewer more powerful ones, but a game like Alice's that wants more less powerful magic items & slower progression is lacking the foundational elements within 5e to do so effectively. Alice needs to not only build custom magic items without guidance or safety nets, she needs to create the foundational rule elements that allow it to work because the system is overly simplified for Andy's game. Andy by comparison would not be hindered by simply having to choose more powerful items that fit his desires if the system were setup in reverse to meet the needs of both games... He could even ignore all the guidance if he wanted to. [/QUOTE]
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