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<blockquote data-quote="AbdulAlhazred" data-source="post: 5170888" data-attributes="member: 82106"><p>The whole idea was to get away from magic item dependency. In all previous editions of the game once PCs hit any decent level (sometimes as low as 6th level!) you tended to get the 'walking container for magic items' effect. I mean I recall one of the most powerful 1e characters I ran. Between Staff of the Magi, some robe or other, and a couple wands there was practically no point in bothering with memorized spells, those were saved for either utility purposes or last ditch dire circumstances. The character was basically a 2 legged magic item caddy mechanically.</p><p></p><p>Look at it this way, you have oodles of class powers, probably a racial power, and many classes can easily pick up a feat based power on top of that. Even at level 1 you have 3-5 powers right out of the box. 4e's emphasis is just not on magic item powers. Look at myths and legends too, how many mythical magic items granted powers? Not all that many and when they did they were things that got used rarely. </p><p></p><p>4e magic item daily use limitations are there for logical 'flavor' reasons and on top of that are intended to do away with a lot of the gulf cart syndrome that 3.x suffered from. Drop those limitations and by mid-paragon tier any clever player can crack the system wide open by stacking up 100's of instances of a couple of low level items with good daily powers. Far easier to have a rule that prevents that then to waste your time arguing with munchkins.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5170888, member: 82106"] The whole idea was to get away from magic item dependency. In all previous editions of the game once PCs hit any decent level (sometimes as low as 6th level!) you tended to get the 'walking container for magic items' effect. I mean I recall one of the most powerful 1e characters I ran. Between Staff of the Magi, some robe or other, and a couple wands there was practically no point in bothering with memorized spells, those were saved for either utility purposes or last ditch dire circumstances. The character was basically a 2 legged magic item caddy mechanically. Look at it this way, you have oodles of class powers, probably a racial power, and many classes can easily pick up a feat based power on top of that. Even at level 1 you have 3-5 powers right out of the box. 4e's emphasis is just not on magic item powers. Look at myths and legends too, how many mythical magic items granted powers? Not all that many and when they did they were things that got used rarely. 4e magic item daily use limitations are there for logical 'flavor' reasons and on top of that are intended to do away with a lot of the gulf cart syndrome that 3.x suffered from. Drop those limitations and by mid-paragon tier any clever player can crack the system wide open by stacking up 100's of instances of a couple of low level items with good daily powers. Far easier to have a rule that prevents that then to waste your time arguing with munchkins. [/QUOTE]
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