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Magic Item Wishlist: Yea or Nay?
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<blockquote data-quote="I'm A Banana" data-source="post: 5313483" data-attributes="member: 2067"><p>I think where the divide occurs for me, at least, is that I don't feel that the players should really <em>want</em> a magic item to that degree. Magic items should be icing on the cake. Getting something that's a little weird and out in left field should challenge the party to desire to find a use for it, rather than to chuck it into the first merchant caravan they find to save up for the good stuff. </p><p></p><p>If my party finds a magical axe, and nobody in the party is really optimized to use a magical axe, the party should still really want to use that axe, rather than selling the axe and waiting for the magical spear that one character is truly optimized to wield. </p><p></p><p>The want for a specific item shouldn't be there so strongly that something completely different is better sold than used. Magic items, when awarded, should <em>scream</em> "USE ME!", even if it's not entirely an ideal use. Heck, they might provoke retraining for their use. That spear guy might become an axe guy just because he found this magic axe. </p><p></p><p>That's what I'd like from a magic item system. I think that's part of what dividing magic items into common, uncommon, and rare will do for me -- the rare items might make a character sit up and pay attention and want to use it even if it's leather armor for our chain-wearers, or an axe for our spear-weidlers, or a <em>decanter of endless water</em> for anyone. Selling it isn't the first instinct.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5313483, member: 2067"] I think where the divide occurs for me, at least, is that I don't feel that the players should really [I]want[/I] a magic item to that degree. Magic items should be icing on the cake. Getting something that's a little weird and out in left field should challenge the party to desire to find a use for it, rather than to chuck it into the first merchant caravan they find to save up for the good stuff. If my party finds a magical axe, and nobody in the party is really optimized to use a magical axe, the party should still really want to use that axe, rather than selling the axe and waiting for the magical spear that one character is truly optimized to wield. The want for a specific item shouldn't be there so strongly that something completely different is better sold than used. Magic items, when awarded, should [I]scream[/I] "USE ME!", even if it's not entirely an ideal use. Heck, they might provoke retraining for their use. That spear guy might become an axe guy just because he found this magic axe. That's what I'd like from a magic item system. I think that's part of what dividing magic items into common, uncommon, and rare will do for me -- the rare items might make a character sit up and pay attention and want to use it even if it's leather armor for our chain-wearers, or an axe for our spear-weidlers, or a [I]decanter of endless water[/I] for anyone. Selling it isn't the first instinct. [/QUOTE]
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