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<blockquote data-quote="Giltonio_Santos" data-source="post: 6299307" data-attributes="member: 36874"><p>Two things I believe are worth considering:</p><p></p><p>First, if the decision of not making magic items part of balancing characters remains, the concern with balance expressed by some people in this thread becomes irrelevant. As far as I can tell, magic items in Next are more like story awards, not an expected part of character advancement, a change of pace from 3E and 4E before it. If the DM gives away items with powerful mechanics and poor roleplaying drawbacks, who cares? He could give items with powerful mechanics and no drawbacks and that wouldn't change the game. In Next, magic items are a "at DM's discretion" thing. If you're going to measure character balance by the items they have access to, you shouldn't use attuning, and shouldn't use items with roleplaying drawbacks either. I believe the game is more interesting with those, though.</p><p></p><p>Second, the power to identify a common item during a short rest should be bounded to an Intelligence (Arcana) test. Characters with access to a library get to do it without rolling. I know that I'll use this rule in my own game. As someone else pointed, we need to keep some mystery flowing into the game, and magic items were always one of the ways to do that. Much like in every other edition of D&D ever published, once you're back to town you'll have no problem to identify everything, but easy identification "on the fly" simply doesn't work to me.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 6299307, member: 36874"] Two things I believe are worth considering: First, if the decision of not making magic items part of balancing characters remains, the concern with balance expressed by some people in this thread becomes irrelevant. As far as I can tell, magic items in Next are more like story awards, not an expected part of character advancement, a change of pace from 3E and 4E before it. If the DM gives away items with powerful mechanics and poor roleplaying drawbacks, who cares? He could give items with powerful mechanics and no drawbacks and that wouldn't change the game. In Next, magic items are a "at DM's discretion" thing. If you're going to measure character balance by the items they have access to, you shouldn't use attuning, and shouldn't use items with roleplaying drawbacks either. I believe the game is more interesting with those, though. Second, the power to identify a common item during a short rest should be bounded to an Intelligence (Arcana) test. Characters with access to a library get to do it without rolling. I know that I'll use this rule in my own game. As someone else pointed, we need to keep some mystery flowing into the game, and magic items were always one of the ways to do that. Much like in every other edition of D&D ever published, once you're back to town you'll have no problem to identify everything, but easy identification "on the fly" simply doesn't work to me. Cheers! [/QUOTE]
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