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Magic Item Daily Power rule change and Elixir
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5348433" data-attributes="member: 5143"><p>I've said this in other threads but the problem is that choice/customization is a double edged sword.</p><p></p><p>For each person who uses a large amount of customization to play a Fighter/Cleric who likes to use a Spear to trip people, you'll get another person who creates a Warlock/Wizard/Fighter who bought magic items that let him teleport 1 square as a minor action, increase all teleports by a square, divide all teleports into 2 separate teleports of half the distance, and to take a paragon path which lets them do 10 cold points of damage each time they teleport away from an enemy, then take a feat that increases the damage you do with cold attacks by 5(in case you are keeping track at home, that's 90 points of damage with no roll required each round).</p><p></p><p>The second build is nerfed(down to a somewhat reasonable level) if you can't get any 1 of the 3 magic items.</p><p></p><p>The key is that any given Class Feature/Feat/Magic Item can be perfectly balanced by itself, but give anyone completely free reign to combine them in any way they want and you'll get some rough edges. Therefore, the ONLY way to limit this is to avoid giving free reign by putting restrictions on things like multiclassing and item choice.</p><p></p><p></p><p>This is normally a good thing, at least from a DM point of view. Easily predictable player abilities allow you to run a game without the players having free reign.</p><p></p><p></p><p>I'm just surprised anyone used this ritual. No one in any game I've ever been in has used it. It's just not needed.</p><p></p><p></p><p>I guess. Our DMs just always allowed us to light a torch on fire and kill the trolls that were on the ground. Never needed to create magic items to stop them.</p><p></p><p></p><p>In an entirely melee party, this is one of the few times in 4e that you NEED a magic item. Even then, as a DM, I consider it kind of unfair to pull this combat against a group unprepared for it, since it IS so frustrating if you can't fly or use ranged weapons.</p><p></p><p></p><p>Ideally, you never encounter any problems that you can't solve using the resources you have. Because a DM can't expect the players to have the resources to solve every problem.</p><p></p><p>When I write an adventure, I pretty much go into the writing process saying "Alright, I have no idea what type of characters my players are going to create when going through this, they might all be Fighters for all I know. They might not have a way of flying. So, I'm going to give them a way to bring the dragon down if they think of it."</p><p></p><p>I want players to use their brains, but unlike some other DMs I don't consider "I use a spell/ritual which can solve any problem to solve the problem" as using one's brain. It doesn't take much brain power to say "I need to fly, I'll cast fly" or "I need to fly, I'll use a ritual to create an item that lets me fly".</p><p></p><p>Instead, I'd prefer my players to come up with real ideas...like "The dragon flies, but I bet if we grab one of it's eggs and run down that corridor, it'll follow us and there isn't enough room for it to fly down there" or "I'll do something to make it so angry it won't think clearly and will come down to fight me in hand to hand" or "I climb the wall and then jump on to its back".</p><p></p><p>I think other than maybe a couple of monsters in the game who can't be killed except with a certain element and the ability to fight monsters who fly, no one in 4e should need a single magic item for anything.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5348433, member: 5143"] I've said this in other threads but the problem is that choice/customization is a double edged sword. For each person who uses a large amount of customization to play a Fighter/Cleric who likes to use a Spear to trip people, you'll get another person who creates a Warlock/Wizard/Fighter who bought magic items that let him teleport 1 square as a minor action, increase all teleports by a square, divide all teleports into 2 separate teleports of half the distance, and to take a paragon path which lets them do 10 cold points of damage each time they teleport away from an enemy, then take a feat that increases the damage you do with cold attacks by 5(in case you are keeping track at home, that's 90 points of damage with no roll required each round). The second build is nerfed(down to a somewhat reasonable level) if you can't get any 1 of the 3 magic items. The key is that any given Class Feature/Feat/Magic Item can be perfectly balanced by itself, but give anyone completely free reign to combine them in any way they want and you'll get some rough edges. Therefore, the ONLY way to limit this is to avoid giving free reign by putting restrictions on things like multiclassing and item choice. This is normally a good thing, at least from a DM point of view. Easily predictable player abilities allow you to run a game without the players having free reign. I'm just surprised anyone used this ritual. No one in any game I've ever been in has used it. It's just not needed. I guess. Our DMs just always allowed us to light a torch on fire and kill the trolls that were on the ground. Never needed to create magic items to stop them. In an entirely melee party, this is one of the few times in 4e that you NEED a magic item. Even then, as a DM, I consider it kind of unfair to pull this combat against a group unprepared for it, since it IS so frustrating if you can't fly or use ranged weapons. Ideally, you never encounter any problems that you can't solve using the resources you have. Because a DM can't expect the players to have the resources to solve every problem. When I write an adventure, I pretty much go into the writing process saying "Alright, I have no idea what type of characters my players are going to create when going through this, they might all be Fighters for all I know. They might not have a way of flying. So, I'm going to give them a way to bring the dragon down if they think of it." I want players to use their brains, but unlike some other DMs I don't consider "I use a spell/ritual which can solve any problem to solve the problem" as using one's brain. It doesn't take much brain power to say "I need to fly, I'll cast fly" or "I need to fly, I'll use a ritual to create an item that lets me fly". Instead, I'd prefer my players to come up with real ideas...like "The dragon flies, but I bet if we grab one of it's eggs and run down that corridor, it'll follow us and there isn't enough room for it to fly down there" or "I'll do something to make it so angry it won't think clearly and will come down to fight me in hand to hand" or "I climb the wall and then jump on to its back". I think other than maybe a couple of monsters in the game who can't be killed except with a certain element and the ability to fight monsters who fly, no one in 4e should need a single magic item for anything. [/QUOTE]
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