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Magic Items, and what it says about the editions
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<blockquote data-quote="Tony Vargas" data-source="post: 6902960" data-attributes="member: 996"><p>Absolutely certain, yes. Mike Mearls put it just that way, "D&D for anyone who ever loved D&D," may have been the exact quote (sadly all the L&Ls have been taken down or I'd just give you the link I saved at the time).</p><p></p><p>What doesn't sound right about it, to you?</p><p></p><p>'Overabundance?' Maybe in some senses. AD&D had issues with the game breaking if you gave out too much magic - or classes falling further out of balance if you didn't give out enough of the right sorts in the right proportion. 'Monty Haul' campaigns were notorious for an overabundance of magic, but there were also 'low magic' campaigns that had few if any items (and encountered issues of their own). 3e had wealth/level guidelines, so there was, at least in theory, a proper abundance of magic to shoot for (too much would have been a theoretically problematic 'overabundance'). 4e was much the same, though it tended to make items less significant relative to class abilities.</p><p></p><p>5e is perhaps most nearly unique as an edition in assuming few/no magic items as a baseline. (Even as it gave all classes at least some accesses to magical abilities, mostly in the form of spells.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6902960, member: 996"] Absolutely certain, yes. Mike Mearls put it just that way, "D&D for anyone who ever loved D&D," may have been the exact quote (sadly all the L&Ls have been taken down or I'd just give you the link I saved at the time). What doesn't sound right about it, to you? 'Overabundance?' Maybe in some senses. AD&D had issues with the game breaking if you gave out too much magic - or classes falling further out of balance if you didn't give out enough of the right sorts in the right proportion. 'Monty Haul' campaigns were notorious for an overabundance of magic, but there were also 'low magic' campaigns that had few if any items (and encountered issues of their own). 3e had wealth/level guidelines, so there was, at least in theory, a proper abundance of magic to shoot for (too much would have been a theoretically problematic 'overabundance'). 4e was much the same, though it tended to make items less significant relative to class abilities. 5e is perhaps most nearly unique as an edition in assuming few/no magic items as a baseline. (Even as it gave all classes at least some accesses to magical abilities, mostly in the form of spells.) [/QUOTE]
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