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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Irda Ranger" data-source="post: 7221044" data-attributes="member: 1003"><p>This. Except I didn't tolerate the 3E system. I just kept playing AD&D, then played Iron Heroes, then played 5E. I just skipped the whole 3/3.5/PF/4E era of the game, and I'm really, really happy with how 5E turned out, including its magic item system.</p><p></p><p>My personal favorite system for making magic items is that PCs just can't make non-consumables. You have to be an NPC artisan of immense skill (like Elrond), and even then you haven't much control over what you get. Or it's something 15+ level PCs do during downtime between adventures, if you take a year or two off, and you have the skill for some reason. And even then it's very expensive and you end up rolling on the random item table in the DMG to see what you get.</p><p></p><p>That's why magic items are something you acquire via adventuring, and you hold onto them.</p><p></p><p>I'm also a fan of the idea of magic items having immense potential power, but it takes a hero of great personal power to tap into it. In game mechanics terms this means the item grows with you. What you thought was a +1 longsword turns out to to be something more. It becomes +2 at 9th level and reveals special powers at some point.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7221044, member: 1003"] This. Except I didn't tolerate the 3E system. I just kept playing AD&D, then played Iron Heroes, then played 5E. I just skipped the whole 3/3.5/PF/4E era of the game, and I'm really, really happy with how 5E turned out, including its magic item system. My personal favorite system for making magic items is that PCs just can't make non-consumables. You have to be an NPC artisan of immense skill (like Elrond), and even then you haven't much control over what you get. Or it's something 15+ level PCs do during downtime between adventures, if you take a year or two off, and you have the skill for some reason. And even then it's very expensive and you end up rolling on the random item table in the DMG to see what you get. That's why magic items are something you acquire via adventuring, and you hold onto them. I'm also a fan of the idea of magic items having immense potential power, but it takes a hero of great personal power to tap into it. In game mechanics terms this means the item grows with you. What you thought was a +1 longsword turns out to to be something more. It becomes +2 at 9th level and reveals special powers at some point. [/QUOTE]
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