Thornir Alekeg said:I'm not sure that this change implies that magic items will be rare. It does say that PCs won't need as many magic items in order to fight opponents of an appropriate level, but that doesn't mean that magic items will actually be much less common.
Adenturing for power! That is, XPsidonunspa said:But,
Characters adventure for fame and fortune... and loot... ok it depends on the adventure, but most do… so now that magic items are rare… what are you adventuring for? Just coin? What can you do with coin, seeing that you end up moving from Inn to Inn (well unless you have a localized campaign?)
brehobit said:I actually think this announcement was backing away from the original way of keeping the number of items down.
I strongly suspect they were looking at providing penalties for using magic items. So like the weapons of legacy you'd have to give up something maintaining a fairly neutral power-level.
This obviously has lots of problems. Loot isn't so great if it's just a break-even proposition, and getting the balance right would be hard. But otherwise the "need" items issue continues.
Here's where I think they are going:
#1 More strictly limited number of slots than 3e. (say 5?) and very few unslotted items.
#2 Fewer items that provide raw bonuses. Instead swift/immediate usage will be common. This in effect limits stacking of items while providing options.
Here's what I think they should add:
#3a Some minor, and reasonable penalty for using a certain class of item. So for example, using a magic sword might involve it "taking over" some of your reactions and you lose a bit of judgement. So you get the ability to use action points to reroll attack checks only if you aren't attacking with a magic weapon. Using a magic helmet might reduce an armor bonus by 1 (min 4) as it doesn't provide the protection of a real helmet in heavy armor. Certain items (rings, amulets, etc.) might make you an easier target for certain spells (say -1 to will saves) or perhaps have a chance of exploding if you get criticalled by a fire attack. etc. etc. Generally more powerful items have somewhat worse problems (explode for more damage, -2 to will saves, helm might break if AC difference mattered, etc.)
My #3a is similar to the weapons of legacy rules, but aren't as nasty. And as long as the slots are kept down AND most items of a given slot tend to have the same disadvantage, it won't be that hard to keep track of. And certain characters will tend not to use certain kinds of items.
#3b (another option) Using most magic items requires attunement. So you spend EXP and time to be able to use an item at all. Further, the item soaks a % of your EXP earned. Some items just burn the EXP, others get more powerful. So a +1 sword might require 50EXP and an hour to attune to, while a +5 sword might require 1000 EXP, 2 days, and it might take 5% of all EXP. This makes minor magic items fairly worthless (which they mostly are now), one-shot items (which generally won't require this) much more popular, and again keeps the number of items down. But the mechanics suck...
Ah well..
That is what I think is going to happen. Magic items will offer interesting effects that won't be useful all the time.Mustrum_Ridcully said:The "Big Six" might be gone entirely, or considerably changed.
Agreed. Also, items like the ever-feeding spoon or the charming flute are unusual, and thus more interesting than a stat boost or a +2 suit of armour.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.
[*]Magic should be a valid reward, as with any D&D game. Even if it's something minor (Say, That flute that casts Charm Monster 1/day), it should still be something to strive for.
Disagree. PCs shouldn't be in the business of *making* items. They get their stuff by going out and finding/recovering/stealing items that other people made.Major magic items should be crafted by the players....
The 6 core stats should be almost unchangeable except by the rarest (and colstliest) of means. To hit, damage, and AC are more malleable...though it sounds like AC as we know it may be going the way of the dodo anyway, and we ought to be talking about defense adjustment items.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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.