Upper_Krust
Legend
Hi DMaple mate! 
Like I said I wanted to facilitate any possible solution the publishers advised; including disecting the work.
I think you have to weigh up 'need' and 'want'.
At the back of the Players Handbook is a short section on Monsters and Magic Items, about a dozen or so pages. Does that mean we don't really need a Dungeon Masters Guide or a Monster Manual possibly, but the game loses such variety without them.
I don't agree.
Vorpal just won't cut it at ultra high-levels (pun intended).
I agree. Thats not how I designed the Magic Items chapter. There are artifact examples, sure, but each outlines a new game mechanic (idea) rather than simply a rehash of old material.

DMaple said:Now that's more interesting, bite size chunks.
Like I said I wanted to facilitate any possible solution the publishers advised; including disecting the work.
DMaple said:"Amen" sounds like it could be done as a second book and isn't needed to run a campaign as such.
I think you have to weigh up 'need' and 'want'.
At the back of the Players Handbook is a short section on Monsters and Magic Items, about a dozen or so pages. Does that mean we don't really need a Dungeon Masters Guide or a Monster Manual possibly, but the game loses such variety without them.
DMaple said:There are plenty enough powerful magic items in the DMG.
I don't agree.
Vorpal just won't cut it at ultra high-levels (pun intended).

DMaple said:Sure you could have design rules for divine artifacts but page on page of examples isn't needed in a core book.
I agree. Thats not how I designed the Magic Items chapter. There are artifact examples, sure, but each outlines a new game mechanic (idea) rather than simply a rehash of old material.