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I like the new approach on magic items
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<blockquote data-quote="WarlockLord" data-source="post: 3708439" data-attributes="member: 40098"><p>I didn't like the 3e XP costs. It didn't make sense (you give up a part of your soul) when contrasted with the fact that every Joe Blow has about 50 magical items.</p><p></p><p>I suspect, with the new encounter-recharge system, magic items will be used a lot less. And it always felt cheesy to me to over-rely on magic items (I can only use my PrC features with the ring of evasion). I'd rather have the characters just focus on class and have magic items be rare.</p><p></p><p>However, a formula to prevent a 1st level wizard from crafting a +20 vorpal flaming shock corrosive enervating weapon would be nice, probably necessary, as at least ONE idiot DM is going to let a player get away with it.</p></blockquote><p></p>
[QUOTE="WarlockLord, post: 3708439, member: 40098"] I didn't like the 3e XP costs. It didn't make sense (you give up a part of your soul) when contrasted with the fact that every Joe Blow has about 50 magical items. I suspect, with the new encounter-recharge system, magic items will be used a lot less. And it always felt cheesy to me to over-rely on magic items (I can only use my PrC features with the ring of evasion). I'd rather have the characters just focus on class and have magic items be rare. However, a formula to prevent a 1st level wizard from crafting a +20 vorpal flaming shock corrosive enervating weapon would be nice, probably necessary, as at least ONE idiot DM is going to let a player get away with it. [/QUOTE]
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I like the new approach on magic items
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