Campbell said:
Whereas I would argue that D&D combat is not cinematic in the least.
I tend to agree, D&D combat core only RAW is not very cinematic, it's at about the opposite end of the spectrum from Exalted. Though considering newer additions such as the Bo9S things may be starting to change.
Campbell said:
It may feature some fairly powerful effects, and higher level characters may indeed accomplish amazing feats on a regular basis, but they do so due to personal potency and sound tactical decisions, rather than the type of heroic luck and protagonist auras often seen in early 90's action movies,and super hero comic books.
Purely IMHO of course but I'm glad of this. Those are fiction rather than a game with players, what works in one doesn't necessarily work in the other. Besides I absolutely despise the "hero through plot device" so many works use now. Those who only overcome their enemies due to authorial fiat and plot necessity are not truly heroic because the core of heroism is being BETTER and using that to prevail and overcome even the most trying circumstances.
Campbell said:
D&D combat is quick (in game time, if not always in real time), brutal, and tactical.
And I like it that way, though it could use some added fluidity in the combat mechanism if that can be managed without slowing down combat any further.
To get back to the main point. This was originally about the issue of whether magic items are necessary or not correct? edited oops thought this was magic item thread
*Balance-wise the game was designed with a certain level of expected magic effects available at each level, this was included when the designers weighed the overall balance.
*Removing magic items without providing another way to access the associated effects causes balance issues and requires more than a little work to get around.
*The question is what do you want to limit access to magic itself or just the items?
If the problem is the items themselves and their proliferation as well as the absurd amount of wealth by level that constantly increases you're not the only one. There are ways around it but they may seem even higher magic than normal. Mine follows
1.)Take the wealth by level chart then divide it by the gp/xp cost ratio for magic item crafting. You may have to play with the value slightly either way to achieve a curve that fits your campaign.
2.)This should give you a figure in XP by level. Add this to each level as bonus XP, you get it at each level up and it can only be spent on magical effects not leveling up, if you don't use it this bonus XP rolls up to the next level.
3.)All those magic items in the DMG, the ones that you're trying to get rid of, consider it a catalog of neat magical effects, they even have associated costs that either already give cost in XP or can be easily reverse engineered to cost in XP.
4.)To maintain balance let players buy the effects of magic items with their bonus XP which are applied to their characters as inherent effects or bonuses. In a way this is a lot like IH. Let's say the fighter buys several weapon properties. These properties now are applied to anything the pc uses as a weapon.
Whether its a sword, a mace, an oar, or their forehead. They can beat down an assailant with a flaming tankard of ale if that's what's at hand or use their teeth to do holy damage. Same thing with armor, or any other effect. Simply treat it as an inherent part of the character rather than gear by separating the effect from the item. The power level is the same, but now wealth by level is an option rather than a necessity. On top of this it means the only truly magic items left are temporary expendable magic items(such as wands and potions, etc. maybe not even these) and legacy items. No more need to frequently drop magic items suited to the party as their level increases.