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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Tony Vargas" data-source="post: 7219716" data-attributes="member: 996"><p>Yep. The published adventures avail themselves of that option, liberally. I didn't find it /that/ convincing. It's a viable claim of plausible deniability that the game it totally imbalanced on purpose, at least. The CR/encounter and encounters/rests guidelines also make a modest fig-leaf, that way.</p><p></p><p>It's a game designed as a compromise among a) the long history of D&D as baroquely & ineffectively balanced-by-shifting-imbalances-over-the-life-of-the-campaign and the grognards that like it that way, b) the shorter but still storied history of D&D as intentionally imbalanced by lavish rewards for system mastery and the 3.5/PF fans who like it that way, c) the brief year or two it was kinda-sorta mechanically balanced, depending on the errata ATM, and the sub-set of fans who actually valued that, and last, and by far, least d) what might /actually/ make the game more accessible to new fans (as opposed to what we grognards see, through our rose-colored non-prescription glasses, as having made it accessible to us back in the day). </p><p>Obviously that compromise was, well, weighted. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Spells are magic, certainly (as is Ki, psionics, and even totem-barbarian rituals), and 5e is up-front about magic being the be-all and end-all of D&D, including openly giving it to every class.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7219716, member: 996"] Yep. The published adventures avail themselves of that option, liberally. I didn't find it /that/ convincing. It's a viable claim of plausible deniability that the game it totally imbalanced on purpose, at least. The CR/encounter and encounters/rests guidelines also make a modest fig-leaf, that way. It's a game designed as a compromise among a) the long history of D&D as baroquely & ineffectively balanced-by-shifting-imbalances-over-the-life-of-the-campaign and the grognards that like it that way, b) the shorter but still storied history of D&D as intentionally imbalanced by lavish rewards for system mastery and the 3.5/PF fans who like it that way, c) the brief year or two it was kinda-sorta mechanically balanced, depending on the errata ATM, and the sub-set of fans who actually valued that, and last, and by far, least d) what might /actually/ make the game more accessible to new fans (as opposed to what we grognards see, through our rose-colored non-prescription glasses, as having made it accessible to us back in the day). Obviously that compromise was, well, weighted. ;) Spells are magic, certainly (as is Ki, psionics, and even totem-barbarian rituals), and 5e is up-front about magic being the be-all and end-all of D&D, including openly giving it to every class. [/QUOTE]
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