neceros said:
As is mentioned a few times here-
[*]Items should not be necessary, but something special. That is to say anything of real adventure value should be worth adventuring for. If someone makes a magical spoon that automatically feeds you that doesn't much break the game, but is still pretty darn cool.
But not worth adventuring for. Really, do you see Conan running off to battle monsters in far off lands to get a magical spoon?
neceros said:
[*]Major magic items should be crafted by the players or found at the end of a major quest or adventure.
Kind of like the way Bilbo didn't find Sting until the end of the Hobbit? Or the way Frodo didn't find Sting, nor Aragorn find Anduril nor any of them find Elven Cloaks, etc., until the end of Return of the King?
Book after fantasy book has its heroes finding useful treasures at the beginning of the story, then using those treasures to complete the story.
In fact, many of those stories don't have a reward at the end (other than getting rid of the bad guy) - what little rewards exist in many such stories are discovered along the way rather than at the end.
neceros said:
[*]Magic Items that provide constant Stat boosts (even AC) should be limited to a few or no slots per character (I'm looking at you, Belt of Magnificence) so a stat increase is either unheard of or extremely special or limited.
Agreed here. Those items should be rare, and really cool. Not commonplace. But this rarity, for me, applies mainly to rarifying certain types of items, such as constant Stat boosts, without rarifying everything.
Magic swords and rings are staples of fantasy fiction. While it isn't necessary to have some in every treasure trove, they still should be cropping up in the game fairly frequently. It's kinda what D&D has always been about.
neceros said:
Anyhow, that's how I feel. I believe my power should come from my character, not my items. Items should be tools and opertunities, not necessities.
Somewhat agreed.
I like having power come from within. I like having magic items being tools.
However, a magical feeding spoon is not a tool that any adventurer would care about. Adventurers should find frequent enough rewards to justify their adventuring.
Players at the table should see some improvement of their characters on a fairly frequent basis. If I'm going to get together every Friday to play a game, and 5 or 6 weeks from now he's exactly the same level, with the same abilities, and doesn't even have a new magical trick up his sleeve, then all I'm really doing is participating in a group story-telling session.
Which, I guess, is fine for some players.
But I think most players want to see some progress, some measurable, quantifiable factor that says "hey, I have improved, I can do something I couldn't do before" at least every session or two.
Never forget the fact that a character in a novel is stuck there. The author writes what he wants, even if it makes that character miserable. Even if that character wishes he'd never been born. Some fiction really dumps the wait of the world on its heroes with great misery and no reward other than survival.
But your players, at the D&D table, have choices that those fictional characters don't. Players can walk away. Players can decide not to come back. Players might find a weekend camping trip, or going to the movies, or just staying home and painting their toenails, is more fun that showing up to another gaming session where their character gets screwed over and gains no reward.
Give them rewards. Let them identify with their heroes and enjoy their growth on a frequent basis. The DM can always provide bigger challenges next week, no matter what new toys the players got today.