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How will the new magic item rules affect my game?
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<blockquote data-quote="Minigiant" data-source="post: 6029305" data-attributes="member: 63508"><p><strong>1) +1 weapons are handed out like candy.</strong></p><p></p><p>In my campaign setting, a major plotline is how one kingdom is supported by the manufacture and sale of +1 weapons to the border kingdoms. The large amount of +1 swords and axes devalued the worth of +1 weapons in the market and most are easily sold in bulk.</p><p></p><p><strong>Mechanically:</strong> This makes both PC and monsters more dangerous in battle slightly. Everyone goes down faster. </p><p></p><p><strong>2) Weapons with higher than +1 and all magic armor are rare and required attunment.</strong></p><p></p><p>Because of the war effort, their are few high quality magic arms and armors. Most artificers sit in their towers pumping out +1 long swords instead. Getting either is very expensive or requires absorbing a powerful spirit into the item and wrestling control.</p><p></p><p><strong>Mechanically:</strong> This makes both PC and monsters go down even faster. The Monsters will have a net gain of +1 to attack and strike more often. </p><p></p><p>Bounded accuracy and no item reliance is beneficial as I as the DM am never pressured to hand out magic items over +1 to retain balance like in earlier editions</p><p></p><p>NOTE: I already had attunement rules based on CHA. Stole my idea.</p><p></p><p><strong>3) Wondrous items and high power items are character defining.</strong></p><p></p><p>Because no one spends time making anything but +1 weapons and ammunition, potions, scrolls, and wands anymore (unless bribed), few have them. So the fighter with a frost brand is known for the distinctive weapon he wields and might be call the Frost Brand. Information brokers make a great deal of money with the knowledge of who has what and wear they are. Often having too many powerful items makes you a target of other adventures wishing to steal your treasure. Owning and keeping a flame tongue is an adventure itself.</p><p></p><p><strong>Mechanically:</strong> Hopefully the need to outfit monsters and enemy with powerful magic items would disappear. I could hand a weak PC or goblin a +3 katana and make them feel noticeably special.</p><p></p><p></p><p>Thank you DNDNEXT for making the Six Kingdoms work with ease on the DM end.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6029305, member: 63508"] [B]1) +1 weapons are handed out like candy.[/B] In my campaign setting, a major plotline is how one kingdom is supported by the manufacture and sale of +1 weapons to the border kingdoms. The large amount of +1 swords and axes devalued the worth of +1 weapons in the market and most are easily sold in bulk. [B]Mechanically:[/B] This makes both PC and monsters more dangerous in battle slightly. Everyone goes down faster. [B]2) Weapons with higher than +1 and all magic armor are rare and required attunment.[/B] Because of the war effort, their are few high quality magic arms and armors. Most artificers sit in their towers pumping out +1 long swords instead. Getting either is very expensive or requires absorbing a powerful spirit into the item and wrestling control. [B]Mechanically:[/B] This makes both PC and monsters go down even faster. The Monsters will have a net gain of +1 to attack and strike more often. Bounded accuracy and no item reliance is beneficial as I as the DM am never pressured to hand out magic items over +1 to retain balance like in earlier editions NOTE: I already had attunement rules based on CHA. Stole my idea. [B]3) Wondrous items and high power items are character defining.[/B] Because no one spends time making anything but +1 weapons and ammunition, potions, scrolls, and wands anymore (unless bribed), few have them. So the fighter with a frost brand is known for the distinctive weapon he wields and might be call the Frost Brand. Information brokers make a great deal of money with the knowledge of who has what and wear they are. Often having too many powerful items makes you a target of other adventures wishing to steal your treasure. Owning and keeping a flame tongue is an adventure itself. [B]Mechanically:[/B] Hopefully the need to outfit monsters and enemy with powerful magic items would disappear. I could hand a weak PC or goblin a +3 katana and make them feel noticeably special. Thank you DNDNEXT for making the Six Kingdoms work with ease on the DM end. [/QUOTE]
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How will the new magic item rules affect my game?
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