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General Tabletop Discussion
*Dungeons & Dragons
Inconsistent pricing between DMG & MIC
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<blockquote data-quote="delericho" data-source="post: 6163479" data-attributes="member: 22424"><p>Although 3e (3.0e) received a <em>huge</em> amount of playtesting, it really looks like that was highly concentrated on some parts of the game. Specifically, it looks like multiclassing, pretty much everything beyond 10th level, and the entire field of magic item creation (and purchase) was largely untested. (Plus, of course, that testing was done without the expertise in 'optimisation' that has since proliferated, and was done according to the built in assumptions of using several low-CR challenges per adventuring day rather than one big encounter.)</p><p></p><p>So, as soon as the game was hit with lots of optimisers, as soon as it became standard practice for people to create (or buy) magic items, and as soon as people were creating PCs above 1st level using the WbL table, it became apparent that the whole thing was broken.</p><p></p><p>So, the designers of the MIC were almost certainly right when they identified the problems with magic items. Too many items were (and are) useless. Too many items are way off in price. And magic item creation is pretty much broken. And the prices of the items in the MIC are mostly (probably) close to being 'right'.</p><p></p><p>But it is a real shame that they didn't bother to fix the rest of the system - revised pricing for the DMG items really was a 'must' if they're going that route, and we needed a revised magic item creation system. Alas, I suspect at that point they had half a mind on the forthcoming 4e, so didn't really care about fixing a system that they were shortly going to replace anyway.</p></blockquote><p></p>
[QUOTE="delericho, post: 6163479, member: 22424"] Although 3e (3.0e) received a [I]huge[/I] amount of playtesting, it really looks like that was highly concentrated on some parts of the game. Specifically, it looks like multiclassing, pretty much everything beyond 10th level, and the entire field of magic item creation (and purchase) was largely untested. (Plus, of course, that testing was done without the expertise in 'optimisation' that has since proliferated, and was done according to the built in assumptions of using several low-CR challenges per adventuring day rather than one big encounter.) So, as soon as the game was hit with lots of optimisers, as soon as it became standard practice for people to create (or buy) magic items, and as soon as people were creating PCs above 1st level using the WbL table, it became apparent that the whole thing was broken. So, the designers of the MIC were almost certainly right when they identified the problems with magic items. Too many items were (and are) useless. Too many items are way off in price. And magic item creation is pretty much broken. And the prices of the items in the MIC are mostly (probably) close to being 'right'. But it is a real shame that they didn't bother to fix the rest of the system - revised pricing for the DMG items really was a 'must' if they're going that route, and we needed a revised magic item creation system. Alas, I suspect at that point they had half a mind on the forthcoming 4e, so didn't really care about fixing a system that they were shortly going to replace anyway. [/QUOTE]
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