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Magic Item Wishlist: Yea or Nay?
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<blockquote data-quote="I'm A Banana" data-source="post: 5312332" data-attributes="member: 2067"><p>I am not a fan of the wishlist.</p><p></p><p>It comes down to my conception of what a magic item should be.</p><p></p><p>That is, I feel like it should be a <em>reward</em>, something given to you because of success. Like most rewards, you don't get to choose it. It drops into your hands completely independent of what you desire. It's not a goal to pursue. </p><p></p><p>A wishlist contradicts that view. With a wishlist, it is something you are <em>owed</em>, something you expect to get, a standard piece of equipment.</p><p></p><p>Since 3e, magic items have been more in the latter camp than the former. This is important for balance reasons, but it takes away an element of the reward. 3e tried to preserve the reward element by enabling randomized treasure generation, but 4e abandons it completely in favor of a decision point, forcing the GM or the player to make a choice about which thing they want. Which works much better from a balance standpoint, but has basically no element of reward left. </p><p></p><p>I'm excited to see 4e post-essentials going back to find a reward model, with "common," "uncommon," and "rare" categories for items. Common items can be listed, chosen, and expected, but the others are pure reward. I'm also stoked about getting to roll for treasure again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5312332, member: 2067"] I am not a fan of the wishlist. It comes down to my conception of what a magic item should be. That is, I feel like it should be a [I]reward[/I], something given to you because of success. Like most rewards, you don't get to choose it. It drops into your hands completely independent of what you desire. It's not a goal to pursue. A wishlist contradicts that view. With a wishlist, it is something you are [I]owed[/I], something you expect to get, a standard piece of equipment. Since 3e, magic items have been more in the latter camp than the former. This is important for balance reasons, but it takes away an element of the reward. 3e tried to preserve the reward element by enabling randomized treasure generation, but 4e abandons it completely in favor of a decision point, forcing the GM or the player to make a choice about which thing they want. Which works much better from a balance standpoint, but has basically no element of reward left. I'm excited to see 4e post-essentials going back to find a reward model, with "common," "uncommon," and "rare" categories for items. Common items can be listed, chosen, and expected, but the others are pure reward. I'm also stoked about getting to roll for treasure again. :) [/QUOTE]
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