I like the new approach on magic items

Treebore

First Post
Its what I would have preferred to see in 3E.

No XP's, no feats, no fixed cost, just examples and the DM uses their judgement to fine tune it for their games.

Sounds like it will allow for DM's to add flavor, such as special components and even rituals.

So it lloks like I have found something to like about the 4E approach.

Don't ask me where I read about this, I've read so many web pages and threads today over at WOTC I don't remember. Just something my brain siezed on.

Plus I finally discovered that interactive Demo over at WOTC for learning how to play D&D. Kind of cool. Boring, but still a cool idea.
 

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As with just about everything else I've read about 4E, at first blush this looks good. However, like just about everything else I've read about 4E, I suspect the more details I learn the less I'll like it, and I'll end up feeling like they've taken something I didn't like about 3E and "fixed" it in a way that makes me like it even less...
 



Formulaic magic item creation was something I discussed with my friends on the way BACK from gencon. Cool I despised 3.x's handling of that subject and yearn for what is described above. A definite plus for 4e so far.
 

I liked 3.x's approach to magic items much more than the previous editions. The formulas were guidelines from day 1, not cut-and-dry systems.

I'll have to learn more of what they're doing in 4e, but what this sounds like a negative to me.
 

I must disagree. While any rule can be considered a guideline, as presented on paper, 3e magic creation was cut, dried and smoked. Compared to previous editions there was no risk, no adventure involved, it's all academic.
 



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