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Magic Item Wish List????
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4695425" data-attributes="member: 82732"><p>This is one of the things I like least about 4e. Since monster attacks and defenses are going up about 1 every level and pc's are going up about 4-5 every 8 levels, there's almost a necessity to give the players magic weapons and armor to compensate or expect them to lag behind the bad guys in ability to do/avoid damage over time. This is particularly difficult in the style of play my group uses is what we call a more "gritty" dnd, low magic, high danger, no dm fudging to save the party, pay attention to danger signals and understand when you're over matched. Running away is definitely something we have to consider in our campaigns because the party is simply not more powerful than every encounter we might run into. Personally I find it adds a lot of tension and excitement to the game if there is a chance we might get killed. I certainly don't want to get killed and I try to do my best to keep the party and it's members alive but we occasionally lose a pc (almost invariably to a tactical error) and even got TPK'd once when we failed to retreat from the "throne room" after reinforcements started arriving. We made a valiant stand in a side chamber for a while by controlling the doorway but a combined force of gnolls, orcs and an evil spell caster overwhelmed us and cut us down. We likely could have gotten away more than once, and even after my warlock was down there were two people who probably could have escaped but they tried to take the body of another fallen player with them as they retreated and they died also. </p><p></p><p>Back on topic, the wish list seems like a semi necessary evil given the specificity of magic items in 4e. I think our DM prefers to try and figure out what we need and supply us with a smattering of class specific items and given the nature of our campaign (low magic) I like that better and he seems to be handling the decisons pretty well (we can alternatively work on trying to purchase or manufacture our own items but party wealth vs magic item costs so far precludes any significant gains. </p><p></p><p>I do wonder if we'll be totally over matched as we move up levels because our campaign style doesn't match the games intended magic distribution. On the other hand we use a house rule that allows 1 + 1 per tier use of daily items per day as opposed to 1/tier so we have a slight magical item usage advantage over the norm. I don't think anyone has used two dailies in a day as of yet since a lot of our stuff is situational but it will eventually happen.</p><p></p><p>time will tell</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4695425, member: 82732"] This is one of the things I like least about 4e. Since monster attacks and defenses are going up about 1 every level and pc's are going up about 4-5 every 8 levels, there's almost a necessity to give the players magic weapons and armor to compensate or expect them to lag behind the bad guys in ability to do/avoid damage over time. This is particularly difficult in the style of play my group uses is what we call a more "gritty" dnd, low magic, high danger, no dm fudging to save the party, pay attention to danger signals and understand when you're over matched. Running away is definitely something we have to consider in our campaigns because the party is simply not more powerful than every encounter we might run into. Personally I find it adds a lot of tension and excitement to the game if there is a chance we might get killed. I certainly don't want to get killed and I try to do my best to keep the party and it's members alive but we occasionally lose a pc (almost invariably to a tactical error) and even got TPK'd once when we failed to retreat from the "throne room" after reinforcements started arriving. We made a valiant stand in a side chamber for a while by controlling the doorway but a combined force of gnolls, orcs and an evil spell caster overwhelmed us and cut us down. We likely could have gotten away more than once, and even after my warlock was down there were two people who probably could have escaped but they tried to take the body of another fallen player with them as they retreated and they died also. Back on topic, the wish list seems like a semi necessary evil given the specificity of magic items in 4e. I think our DM prefers to try and figure out what we need and supply us with a smattering of class specific items and given the nature of our campaign (low magic) I like that better and he seems to be handling the decisons pretty well (we can alternatively work on trying to purchase or manufacture our own items but party wealth vs magic item costs so far precludes any significant gains. I do wonder if we'll be totally over matched as we move up levels because our campaign style doesn't match the games intended magic distribution. On the other hand we use a house rule that allows 1 + 1 per tier use of daily items per day as opposed to 1/tier so we have a slight magical item usage advantage over the norm. I don't think anyone has used two dailies in a day as of yet since a lot of our stuff is situational but it will eventually happen. time will tell [/QUOTE]
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