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<blockquote data-quote="Manabarbs" data-source="post: 6194616" data-attributes="member: 6717251"><p>Does the extra complexity that comes with making magic items work differently for different groups of classes <em>really</em> buy us enough that it's worth it? Imagine that we have two characters in a party. One is a rogue with +6 to stealth, and one is a paladin with +0 to stealth. (The exact numbers aren't important, of course.) This two-person party finds a cloak of +3 stealth. Either the party can have the rogue wear it for a total of +9 to stealth, or the party can have the paladin wear it, so he'll have +3 to stealth and the rogue will have +6. The first setup makes the rogue super awesome at solo stealth - using a magic item to augment what you're already good at - and the second is better if the group needs to sneak around together - using a magic item to (sort of) patch up a weakness a little. Is that a bad state of affairs? Does the game benefit in any way from the item being made more complicated? In a lot of cases, magic items that "should" be for a certain type of character naturally work out that way anyway. Do you want the +5 Awesome Longsword to be better for fighty-types than for wizards? It already is! You don't need to forbid non-warriors from using it; it's already correct for the fighter to take the sword because <em>he or she is the best at using a sword</em>. The item is naturally worse for a wizard because wizards are bad at using swords. (If a wizard is as good as a fighter at using a sword, that's a class design issue.) Making the item more complicated by making it give +5 to warriors and only +2 to everyone else is a pointless complication.</p><p></p><p>There's almost no such thing as a <em>totally</em> useless game element, but I think that this classification system comes preeeeety close. I actually don't mind the labeling as a purely aesthetic thing; that's basically harmless. I'm still profoundly unconvinced that it has even the slightest mechanical benefits, though.</p></blockquote><p></p>
[QUOTE="Manabarbs, post: 6194616, member: 6717251"] Does the extra complexity that comes with making magic items work differently for different groups of classes [I]really[/I] buy us enough that it's worth it? Imagine that we have two characters in a party. One is a rogue with +6 to stealth, and one is a paladin with +0 to stealth. (The exact numbers aren't important, of course.) This two-person party finds a cloak of +3 stealth. Either the party can have the rogue wear it for a total of +9 to stealth, or the party can have the paladin wear it, so he'll have +3 to stealth and the rogue will have +6. The first setup makes the rogue super awesome at solo stealth - using a magic item to augment what you're already good at - and the second is better if the group needs to sneak around together - using a magic item to (sort of) patch up a weakness a little. Is that a bad state of affairs? Does the game benefit in any way from the item being made more complicated? In a lot of cases, magic items that "should" be for a certain type of character naturally work out that way anyway. Do you want the +5 Awesome Longsword to be better for fighty-types than for wizards? It already is! You don't need to forbid non-warriors from using it; it's already correct for the fighter to take the sword because [I]he or she is the best at using a sword[/I]. The item is naturally worse for a wizard because wizards are bad at using swords. (If a wizard is as good as a fighter at using a sword, that's a class design issue.) Making the item more complicated by making it give +5 to warriors and only +2 to everyone else is a pointless complication. There's almost no such thing as a [I]totally[/I] useless game element, but I think that this classification system comes preeeeety close. I actually don't mind the labeling as a purely aesthetic thing; that's basically harmless. I'm still profoundly unconvinced that it has even the slightest mechanical benefits, though. [/QUOTE]
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