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<blockquote data-quote="Li Shenron" data-source="post: 6194623" data-attributes="member: 1465"><p>Not so much about balance, rather I think I was viewing it from the point of view of opening up new possibilities.</p><p></p><p>Of course one way to go, is have the Fighter find the uber weapon, Wizard find the uber staff, Rogue find the uber cloak etc., so that the Fighter is even stronger at fighting, the wizard casts even stronger fireballs, the Rogue is even better at hiding...</p><p></p><p>It's not at all wrong per se, but what do you get in the end this way? Numbers creep, even higher probabilities of success... which maybe then have to be compensated by buffing encounters or increasing challenges so that the game is more or less at the same "sweet spot" of challenges.</p><p></p><p>What I had in mind, rather than balance, was tossing-in some additional options. Let the Rogue use a Wand of Fireballs, the Wizard use an Arrow of Slaying, and the Fighter use a Cloak of Invisibility, and each of them has one option to try out they didn't have before.</p><p></p><p>The point is, if magic items are only occasionally restricted (or are restricted in ways other than class i.e. restricted to those who are already good at something), you still have the choice whether you want to distribute them "right" or oddly. If restrictions by class are the standard (not that this is actually currently suggested...) there is no choice.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6194623, member: 1465"] Not so much about balance, rather I think I was viewing it from the point of view of opening up new possibilities. Of course one way to go, is have the Fighter find the uber weapon, Wizard find the uber staff, Rogue find the uber cloak etc., so that the Fighter is even stronger at fighting, the wizard casts even stronger fireballs, the Rogue is even better at hiding... It's not at all wrong per se, but what do you get in the end this way? Numbers creep, even higher probabilities of success... which maybe then have to be compensated by buffing encounters or increasing challenges so that the game is more or less at the same "sweet spot" of challenges. What I had in mind, rather than balance, was tossing-in some additional options. Let the Rogue use a Wand of Fireballs, the Wizard use an Arrow of Slaying, and the Fighter use a Cloak of Invisibility, and each of them has one option to try out they didn't have before. The point is, if magic items are only occasionally restricted (or are restricted in ways other than class i.e. restricted to those who are already good at something), you still have the choice whether you want to distribute them "right" or oddly. If restrictions by class are the standard (not that this is actually currently suggested...) there is no choice. [/QUOTE]
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