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<blockquote data-quote="malkav666" data-source="post: 5811793" data-attributes="member: 70565"><p>Thats a tough one. I did not answer your poll OP. But not because I did not see an answer that suited me. Rather I liked many of the options in the poll. I don't really have a problem with magical items of any sort in any version of D&D. Slots, no slots, unique items, whatever. Im down. I like them in a box with a fox.</p><p></p><p>What I do have a problem with is twofold: </p><p></p><p>1. I do not like the system to rigorously enforce the need of bonuses from magical items as a baseline. magical items aren't really magical at all if you are assumed to have an X amount of bonus from them at a given level or an x amount of them at a given point. I would prefer a game that I can easily just not have magical items at all if I choose to. That was a major 4e sticking point for me. Inherent bonuses didn't really make it better for me either. I would prefer a no magic item baseline and the option to add them.</p><p></p><p>2. I don't like a game where magic items are easily crafted or buyable. The 3e crafting rules and to a greater extent the PF crafting rules don't sit well with me.PF is my system of choice and I don't use the item creation rules as presented. I do let my players craft items but I use a homebrew system that involves a much more serious investment from players wishing to craft magic. Usually it involves a series of quests just to get the reagents get started. But in return I don't make them take feats to do so. I also don't have magic marts If magic is available and not much is, it is randomly generated and doesn't sell out and restock very often if at all.</p><p></p><p>It may seem from my two sticking points that i don't seem to even like magic items. But that is not the case. I LOVE including them in games. I make themed magic items and spend a good bit of time fleshing them out storywise, and have a great time doing it. I just want them to be special. I don't ever want my players to not be happy about finding a magic sword because its bonus is not high enough or to carry stacks of curing consumables to power through the encounters just for paying their healbot tax.</p><p></p><p>I want cool items and I want finding one to be a special moment. What I hope for in 5e is a divorce from plused magic items and healing consumables being used to set the difficulty of all encounters. Its not a dealbreaker if I don't get it. D&D and all the 3pp flavors of it have never been able to give me that and I still manage to make it work and have a good time. But it would still be nice to see the reliance knob turned down and the coolness knob turned up in a new edition.</p><p></p><p>I don't really care how the bookkeeping is done. All of the options presented in the poll could work for me if done right.</p><p></p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5811793, member: 70565"] Thats a tough one. I did not answer your poll OP. But not because I did not see an answer that suited me. Rather I liked many of the options in the poll. I don't really have a problem with magical items of any sort in any version of D&D. Slots, no slots, unique items, whatever. Im down. I like them in a box with a fox. What I do have a problem with is twofold: 1. I do not like the system to rigorously enforce the need of bonuses from magical items as a baseline. magical items aren't really magical at all if you are assumed to have an X amount of bonus from them at a given level or an x amount of them at a given point. I would prefer a game that I can easily just not have magical items at all if I choose to. That was a major 4e sticking point for me. Inherent bonuses didn't really make it better for me either. I would prefer a no magic item baseline and the option to add them. 2. I don't like a game where magic items are easily crafted or buyable. The 3e crafting rules and to a greater extent the PF crafting rules don't sit well with me.PF is my system of choice and I don't use the item creation rules as presented. I do let my players craft items but I use a homebrew system that involves a much more serious investment from players wishing to craft magic. Usually it involves a series of quests just to get the reagents get started. But in return I don't make them take feats to do so. I also don't have magic marts If magic is available and not much is, it is randomly generated and doesn't sell out and restock very often if at all. It may seem from my two sticking points that i don't seem to even like magic items. But that is not the case. I LOVE including them in games. I make themed magic items and spend a good bit of time fleshing them out storywise, and have a great time doing it. I just want them to be special. I don't ever want my players to not be happy about finding a magic sword because its bonus is not high enough or to carry stacks of curing consumables to power through the encounters just for paying their healbot tax. I want cool items and I want finding one to be a special moment. What I hope for in 5e is a divorce from plused magic items and healing consumables being used to set the difficulty of all encounters. Its not a dealbreaker if I don't get it. D&D and all the 3pp flavors of it have never been able to give me that and I still manage to make it work and have a good time. But it would still be nice to see the reliance knob turned down and the coolness knob turned up in a new edition. I don't really care how the bookkeeping is done. All of the options presented in the poll could work for me if done right. love, malkav [/QUOTE]
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