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How much magic do you have in your game?
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<blockquote data-quote="tetrasodium" data-source="post: 8178763" data-attributes="member: 93670"><p>all of the monsters and such are built on the assumption of no feat & no magic items compared to prior editions like 3.5 & 4e where they were made with the assumption that you would have this much magic at given level breakpoints. there was more headroom to design cool magic items that do something mechanically. At the end of the day when a magic item doesn't do anything meaningful on a mechanical level there's no real reason for players to care. The system however is designed so any mechanical functionality is above the expectation. Both 3.5 & 4e had areas where the weapons & armor had areas where you could hang subjective dials on. In 3.5 it was things like crit range/multiplier asf/acp/etc, in 4e there were a lot of <a href="http://hastur.net/wiki/Weapon_properties_(4E)" target="_blank">weapon properties</a> plus some armor ones for different types of armor. Those allowed one magic item to differ from another with the given damage die/ac & even +N that was subjectively better or worse in some areas than one that was otherwise identical. 5e has no subjective dials baked into equipment other than a few Boolean tags & they designed creatures so that even damage type was pretty much irrelevant beyond "but is it <em>magical</em> b/p/s" with the elemental damage types almost always being a poor choice that will bite you.</p><p>4e was criticized for having the magic items a little too baked into player facing stuff wile 3.5 was criticized for not doing a very good job of telling the gm what the "you must be this magical" assumptions were & in both cases even their biggest fans would generally admit that it was less than optimal. 5e by comparison has the inverse of 4e where there are no assumptions baked into player or dm facing stuff & suddenly it's a "strength*"... Likewise with not including any assumptions for magic items or feats in character advancement to wall out the gm from adding them but again suddenly this spherical cow where just using feats already consumes more than 100% of the gm's budget for "you must be this magical". </p><p></p><p>5e takes the problems a bit further with 3 attunement slots & stacking is good. The old stacking rules & body slots not being mentioned in a variant sidebar or even a rushed UA means that the gm needs to be even more careful if they want to use magic item progression because now anything not weapons & armor can be stacked on one pc rather than just putting a bonus or function on the appropriate slot & letting the player decide which of the two to use if the gm doubles up.</p><p></p><p>As much as they worry about linear fighter quadratic wizard this all means that a +2 or so weapon will invert it. Thanks to someone's decision to make eldritch blast an improved version of the fighter's extra attack but tied to character level as a cantrip EB itself further complicates life for a gm who notices the inversion & wants to add a bit to casters.</p><p></p><p>* in the same vein as 3.5 being bad about not conveying to the gm how magical pcs are expected to be was an omission that must now be a strength using 5e logic</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8178763, member: 93670"] all of the monsters and such are built on the assumption of no feat & no magic items compared to prior editions like 3.5 & 4e where they were made with the assumption that you would have this much magic at given level breakpoints. there was more headroom to design cool magic items that do something mechanically. At the end of the day when a magic item doesn't do anything meaningful on a mechanical level there's no real reason for players to care. The system however is designed so any mechanical functionality is above the expectation. Both 3.5 & 4e had areas where the weapons & armor had areas where you could hang subjective dials on. In 3.5 it was things like crit range/multiplier asf/acp/etc, in 4e there were a lot of [URL='http://hastur.net/wiki/Weapon_properties_(4E)']weapon properties[/URL] plus some armor ones for different types of armor. Those allowed one magic item to differ from another with the given damage die/ac & even +N that was subjectively better or worse in some areas than one that was otherwise identical. 5e has no subjective dials baked into equipment other than a few Boolean tags & they designed creatures so that even damage type was pretty much irrelevant beyond "but is it [I]magical[/I] b/p/s" with the elemental damage types almost always being a poor choice that will bite you. 4e was criticized for having the magic items a little too baked into player facing stuff wile 3.5 was criticized for not doing a very good job of telling the gm what the "you must be this magical" assumptions were & in both cases even their biggest fans would generally admit that it was less than optimal. 5e by comparison has the inverse of 4e where there are no assumptions baked into player or dm facing stuff & suddenly it's a "strength*"... Likewise with not including any assumptions for magic items or feats in character advancement to wall out the gm from adding them but again suddenly this spherical cow where just using feats already consumes more than 100% of the gm's budget for "you must be this magical". 5e takes the problems a bit further with 3 attunement slots & stacking is good. The old stacking rules & body slots not being mentioned in a variant sidebar or even a rushed UA means that the gm needs to be even more careful if they want to use magic item progression because now anything not weapons & armor can be stacked on one pc rather than just putting a bonus or function on the appropriate slot & letting the player decide which of the two to use if the gm doubles up. As much as they worry about linear fighter quadratic wizard this all means that a +2 or so weapon will invert it. Thanks to someone's decision to make eldritch blast an improved version of the fighter's extra attack but tied to character level as a cantrip EB itself further complicates life for a gm who notices the inversion & wants to add a bit to casters. * in the same vein as 3.5 being bad about not conveying to the gm how magical pcs are expected to be was an omission that must now be a strength using 5e logic [/QUOTE]
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