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How do you handle magic item churn in 5E?
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<blockquote data-quote="tetrasodium" data-source="post: 7947004" data-attributes="member: 93670"><p><a href="https://youtu.be/v7A6-yOZC_s?t=420" target="_blank">The class feature variants</a>. They did say it was intended to help accomidate slower leveling games.</p><p></p><p>A slippery slope is how we got 5e's "someone once thought that was complex so [ATTACH=full]120075[/ATTACH]" without thought to the role that complexity played & gameplay styles it enabled is how we got 5e. You can simplify complex, but you need to design the complex first rather than just doing simple & calling it a day or you wind up with 5e's problematic over simplification. A variant rule of "you may choose to ignore item slots & instead require magic items to be attuned during a long rest but limit characters to 3 attuned items rather than using slots but should use more powerful magic items." and "If you would rather magic items to have more permanance, you could choose to have them regain 1d6+1 charges each day at a particular time such as dawn rather than having a set number of charges that never replenishes" the 3.5/pf/4e magic item system you disparage as being "love it or hate it" could absolutely handle 5e style magic items like that but not in reverse.</p><p></p><p>It's also an absurd diversion to suggest this kind of thing would add hundreds of pages</p><p>[ATTACH=full]120078[/ATTACH]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7947004, member: 93670"] [URL='https://youtu.be/v7A6-yOZC_s?t=420']The class feature variants[/URL]. They did say it was intended to help accomidate slower leveling games. A slippery slope is how we got 5e's "someone once thought that was complex so [ATTACH type="full"]120075[/ATTACH]" without thought to the role that complexity played & gameplay styles it enabled is how we got 5e. You can simplify complex, but you need to design the complex first rather than just doing simple & calling it a day or you wind up with 5e's problematic over simplification. A variant rule of "you may choose to ignore item slots & instead require magic items to be attuned during a long rest but limit characters to 3 attuned items rather than using slots but should use more powerful magic items." and "If you would rather magic items to have more permanance, you could choose to have them regain 1d6+1 charges each day at a particular time such as dawn rather than having a set number of charges that never replenishes" the 3.5/pf/4e magic item system you disparage as being "love it or hate it" could absolutely handle 5e style magic items like that but not in reverse. It's also an absurd diversion to suggest this kind of thing would add hundreds of pages [ATTACH type="full"]120078[/ATTACH] [/QUOTE]
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