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General Tabletop Discussion
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Magic Item Creation: Which book should contain rules for magic item creation?
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<blockquote data-quote="TerraDave" data-source="post: 6289322" data-attributes="member: 22260"><p>I think this is going to be pretty one sided...</p><p></p><p></p><p></p><p>In the basic game design, you can always make something inherent to a character <em>without</em> magic items, so why not just do that?</p><p></p><p>4E, for example, did integrate items, which seemed like sound game design, but in practice this made them sort of boring, did not work in all campaigns, required constant math driven upgrading, and eventually had to be tweaked with the rarity system anyways to reflect what makes magic items special:</p><p></p><p>Magic items work well as <em>rewards</em>. As rewards, they don't have to be as finely balanced, game math doesn't have to be as rigidly tide to them, and they give an extra incentive to adventure. A deeply ingrained, archetypal one: magic treasure.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6289322, member: 22260"] I think this is going to be pretty one sided... In the basic game design, you can always make something inherent to a character [I]without[/I] magic items, so why not just do that? 4E, for example, did integrate items, which seemed like sound game design, but in practice this made them sort of boring, did not work in all campaigns, required constant math driven upgrading, and eventually had to be tweaked with the rarity system anyways to reflect what makes magic items special: Magic items work well as [I]rewards[/I]. As rewards, they don't have to be as finely balanced, game math doesn't have to be as rigidly tide to them, and they give an extra incentive to adventure. A deeply ingrained, archetypal one: magic treasure. [/QUOTE]
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General Tabletop Discussion
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Magic Item Creation: Which book should contain rules for magic item creation?
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