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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Jester David" data-source="post: 7221301" data-attributes="member: 37579"><p>That link is actually a <em>perfect</em> example of the problems with 3e magic item design. </p><p></p><p>"Here's a weapon blessed by the gods It's a unique item with a history and special lineage... but any 9th level caster can just churn it out." </p><p></p><p>There's <em>Forge's Clamor</em> <a href="http://www.seankreynolds.com/rpgfiles/blades/html/gondforgesclamor.html" target="_blank">http://www.seankreynolds.com/rpgfiles/blades/html/gondforgesclamor.html</a></p><p>Which is a <em>+1 thundering shortsword</em> with a hilt that acts as a <em>bag of holding</em>. But for the price of the sword, you could just buy a <em>+1 thundering shortsword</em> and TWO regular <em>bags of holding</em>.</p><p></p><p>And <em>Death's Judgement</em> <a href="http://www.seankreynolds.com/rpgfiles/blades/html/kelemvordeathsjudgement.html" target="_blank">http://www.seankreynolds.com/rpgfiles/blades/html/kelemvordeathsjudgement.html</a></p><p>Originally used by a level 17 cleric fighter despite being vastly undervalued for a character of that level. Given it's <em>undead bane</em> property through a story moment, when in play it'd mostly be done in a camp somewhere as the party wizard threw gp at the item until it became more magical. </p><p>And, again, it replicates the abilities of another item (yawn) but does so at increased cost.</p><p></p><p></p><p>It's frankly amazing how many items in that blog break his RPG Superstar design advice:</p><p><a href="http://paizo.com/threads/rzs2lhvc?Wondrous-Item-Autoreject-Advice" target="_blank">http://paizo.com/threads/rzs2lhvc?Wondrous-Item-Autoreject-Advice</a></p><p></p><p>Because there's a hard formula to stick to, the rules encourage you to basically combine magical effects and create cookie cutter items. Because creating your own unique powers to items isn't possible, as there's no associated math. </p><p>It's like a random loot generator in a videogame (<em>Diablo</em> or <em>Borderlands</em>) where it takes a list of abilities and throws them randomly into a single item. It discourages creativity in creating magical items and encourages min-maxing.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7221301, member: 37579"] That link is actually a [I]perfect[/I] example of the problems with 3e magic item design. "Here's a weapon blessed by the gods It's a unique item with a history and special lineage... but any 9th level caster can just churn it out." There's [I]Forge's Clamor[/I] [URL]http://www.seankreynolds.com/rpgfiles/blades/html/gondforgesclamor.html[/URL] Which is a [I]+1 thundering shortsword[/I] with a hilt that acts as a [I]bag of holding[/I]. But for the price of the sword, you could just buy a [I]+1 thundering shortsword[/I] and TWO regular [I]bags of holding[/I]. And [I]Death's Judgement[/I] [URL]http://www.seankreynolds.com/rpgfiles/blades/html/kelemvordeathsjudgement.html[/URL] Originally used by a level 17 cleric fighter despite being vastly undervalued for a character of that level. Given it's [I]undead bane[/I] property through a story moment, when in play it'd mostly be done in a camp somewhere as the party wizard threw gp at the item until it became more magical. And, again, it replicates the abilities of another item (yawn) but does so at increased cost. It's frankly amazing how many items in that blog break his RPG Superstar design advice: [URL]http://paizo.com/threads/rzs2lhvc?Wondrous-Item-Autoreject-Advice[/URL] Because there's a hard formula to stick to, the rules encourage you to basically combine magical effects and create cookie cutter items. Because creating your own unique powers to items isn't possible, as there's no associated math. It's like a random loot generator in a videogame ([I]Diablo[/I] or [I]Borderlands[/I]) where it takes a list of abilities and throws them randomly into a single item. It discourages creativity in creating magical items and encourages min-maxing. [/QUOTE]
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