Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Item Slots in D&D Next
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6155548" data-attributes="member: 1465"><p>I am happy too with the current way 5e deals with magic items, and I agree with [MENTION=17077]Falling Icicle[/MENTION] that stacking needs to default to "NOT", then leave it up to a HR if wanted to stack.</p><p></p><p>Otherwise, the only caveat I still have with the current rules, is that the "must be +1 before having additional properties" is still there... It's not really a rule per se, but rather an idea silently creeping into the rules. </p><p></p><p>Among the current magic items in the playtest, only 2 armors out of 6 have a + to AC, but 10 out of 14 weapons have a + to attack and damage (not counting the plain-and-simple +N armor/weapon in these numbers, nor situational +s).</p><p></p><p>Not only there is NO story reasons why a magic weapon <em>should</em> have a + (it <em>could</em> have, but it's not a must), since "superiorly crafted" doesn't necessarily mean "makes it easier to hit the target" but it can mean a variety of things. And of course there is NO balance reason either like there was in 3e, since there is no built-in assumption in the game about what amount of +s your PC must have from equipment at every level.</p><p></p><p>But having +s from weapons goes against the bounded accuracy. It's not a huge effect, but it's still +1 in a system that is supposed to be bounded to +10 over the course of the whole level range (+5 from capped ability scores, +5 from class level), and IMO that +10% becomes significant, especially since the majority of PCs will be probably in the range of +3/+6 for a long time, so that +1 becomes more like +20%.</p><p></p><p>I am not saying we shouldn't have any magic weapons with a +, I am just saying that still having the large majority of sample magic weapons in the book grant a +, is "out of tune" with the current bounded accudacy design and adds nothing to the game. The DM is always free to make what items she wants, but still the items in the DMG set a trend...</p><p></p><p>Also, IMHO those +1 armors and weapons are great to give to those players who want low-complexity PCs, because they are active all the time and will just be added to your basic stats in the character sheet. At the same time, you can give complex magic items to the other players. But if those complex magic items <em>also</em> have a +1, then they are always better, so you'll now have to give +2 weapons to the first kind of players, and now those bonuses starts to get bigger...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6155548, member: 1465"] I am happy too with the current way 5e deals with magic items, and I agree with [MENTION=17077]Falling Icicle[/MENTION] that stacking needs to default to "NOT", then leave it up to a HR if wanted to stack. Otherwise, the only caveat I still have with the current rules, is that the "must be +1 before having additional properties" is still there... It's not really a rule per se, but rather an idea silently creeping into the rules. Among the current magic items in the playtest, only 2 armors out of 6 have a + to AC, but 10 out of 14 weapons have a + to attack and damage (not counting the plain-and-simple +N armor/weapon in these numbers, nor situational +s). Not only there is NO story reasons why a magic weapon [I]should[/I] have a + (it [I]could[/I] have, but it's not a must), since "superiorly crafted" doesn't necessarily mean "makes it easier to hit the target" but it can mean a variety of things. And of course there is NO balance reason either like there was in 3e, since there is no built-in assumption in the game about what amount of +s your PC must have from equipment at every level. But having +s from weapons goes against the bounded accuracy. It's not a huge effect, but it's still +1 in a system that is supposed to be bounded to +10 over the course of the whole level range (+5 from capped ability scores, +5 from class level), and IMO that +10% becomes significant, especially since the majority of PCs will be probably in the range of +3/+6 for a long time, so that +1 becomes more like +20%. I am not saying we shouldn't have any magic weapons with a +, I am just saying that still having the large majority of sample magic weapons in the book grant a +, is "out of tune" with the current bounded accudacy design and adds nothing to the game. The DM is always free to make what items she wants, but still the items in the DMG set a trend... Also, IMHO those +1 armors and weapons are great to give to those players who want low-complexity PCs, because they are active all the time and will just be added to your basic stats in the character sheet. At the same time, you can give complex magic items to the other players. But if those complex magic items [I]also[/I] have a +1, then they are always better, so you'll now have to give +2 weapons to the first kind of players, and now those bonuses starts to get bigger... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Item Slots in D&D Next
Top