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July and beyond AV2 items
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<blockquote data-quote="I'm A Banana" data-source="post: 4855172" data-attributes="member: 2067"><p>More options are never bad, but they suffer from the law of diminishing returns.</p><p></p><p>How many magic items do you actually give PC's to use over the course of the campaign? If it's RAW, you're getting 10 per level, so 300, over the course of a year or two. You do need a lot of choice for that, more in the middle levels than on the ends. </p><p></p><p>That's pretty typical of D&D. No edition -- well, possibly 2e -- lacks a cart full o' +1 Swords. It's also typical of D&D to leave generic magic items generic, and to add story behind artifacts and other unique items. </p><p></p><p>Usually, I'm all about 4e needing more and better fluff to inspire more and better stories, but with magic items...not that it's not useful, it's just not expected. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It's a little contrary to the standard D&D model. It also means that there's 100 or so words that could go to waste if, say, the character never faces a swarm, and so sells the item right away to trade out for +2 Generic Sword of Power. </p><p></p><p>The fluff for the rat catcher's coat is good. The power is a little situational, but the fluff works pretty well. Maybe if it were part of a set, or something, it would work pretty well. I can't help but think "more fluff" in the AV2 is going to be a little wasted. </p><p></p><p>Now, something that I <em>could</em> use is a magic item that is flavorful and interesting, but not necessarily fluffed up. Take the Rat Catcher's Coat and maybe give me a swarm-casting sewer druid NPC who uses it to move around within them. Give it an interesting quirk (makes you smell like the sewers!). </p><p></p><p>I dunno, maybe I'm wrong and people have been waiting with baited breath for storied magic items, but I see that fluff as being very, very niche-use. Not that the niche shouldn't have it, of course, just that for most D&D players and DMs, I think they aren't looking for a whole lot of fluff in their basic magic items (special magic items/artifacts/intelligent magic items/cursed or backlash magic items, sure, but typical stuff, not so much). Still, it is good fluff, and it will be useful to some people. </p><p></p><p>Though I don't think "fluff" is the dramatic re-concepting of magic items that is going on. Perhaps it is something like "sets" or items that grow with you, or themed item sets, or "magic powers" that don't come from items as much as they rise up within the characters themselves, or something. Possibly maybe?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4855172, member: 2067"] More options are never bad, but they suffer from the law of diminishing returns. How many magic items do you actually give PC's to use over the course of the campaign? If it's RAW, you're getting 10 per level, so 300, over the course of a year or two. You do need a lot of choice for that, more in the middle levels than on the ends. That's pretty typical of D&D. No edition -- well, possibly 2e -- lacks a cart full o' +1 Swords. It's also typical of D&D to leave generic magic items generic, and to add story behind artifacts and other unique items. Usually, I'm all about 4e needing more and better fluff to inspire more and better stories, but with magic items...not that it's not useful, it's just not expected. ;) It's a little contrary to the standard D&D model. It also means that there's 100 or so words that could go to waste if, say, the character never faces a swarm, and so sells the item right away to trade out for +2 Generic Sword of Power. The fluff for the rat catcher's coat is good. The power is a little situational, but the fluff works pretty well. Maybe if it were part of a set, or something, it would work pretty well. I can't help but think "more fluff" in the AV2 is going to be a little wasted. Now, something that I [I]could[/I] use is a magic item that is flavorful and interesting, but not necessarily fluffed up. Take the Rat Catcher's Coat and maybe give me a swarm-casting sewer druid NPC who uses it to move around within them. Give it an interesting quirk (makes you smell like the sewers!). I dunno, maybe I'm wrong and people have been waiting with baited breath for storied magic items, but I see that fluff as being very, very niche-use. Not that the niche shouldn't have it, of course, just that for most D&D players and DMs, I think they aren't looking for a whole lot of fluff in their basic magic items (special magic items/artifacts/intelligent magic items/cursed or backlash magic items, sure, but typical stuff, not so much). Still, it is good fluff, and it will be useful to some people. Though I don't think "fluff" is the dramatic re-concepting of magic items that is going on. Perhaps it is something like "sets" or items that grow with you, or themed item sets, or "magic powers" that don't come from items as much as they rise up within the characters themselves, or something. Possibly maybe? [/QUOTE]
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