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Magic items are finally rare !
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<blockquote data-quote="FireLance" data-source="post: 3896648" data-attributes="member: 3424"><p>Like Leia, Han and Chewbacca? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It's been some time since I last saw the movies, but I recall them using armor mostly for disguise rather than protection.</p><p></p><p>Except that D&D isn't a "flavor", it's an international buffet with 101 separate dishes (including desserts). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Many D&D warrior archetypes typically walk around with little or no armor, e.g. swashbuckers, barbarians, rangers, (and in 4e) rogues, and are expected to be competitive in a fight with more heavily armored archetypes like knights and paladins.</p><p></p><p>To be fair, the Star Wars Saga Edition rules provide some additional benefits for wearing armor apart from the AC bonus, and there is an Armored Specialist talent tree that allows characters to stack part of the equipment bonus from armor to their level-based AC. Similar rules could provide knight archetype characters an incentive to keep their armor on.</p><p></p><p>That is one way to explain how magic works in the game. However, there is another. Magic weapons and armor could simply impart a certain level of skill to the user. Using this "explanation" for magic, past a certain point, a magic sword is still as useful <u>as a sword</u> to its weilder, but its skill-raising quality ceases to help him any more because his personal skill has surpassed the level of skill imparted by the sword.</p><p></p><p>I will admit that it is not the approach generally taken in 3e, where the bonuses usually stack. In a way, it is suggestive of <em>gauntlets of ogre power</em> and <em>belts of giant strength</em> in earlier editions, which set your strength to a specific level (and were thus of no use to you if your strength was already at that level or higher).</p><p></p><p>Under the 3e stacking system, a high-level character with a commensurately powerful magic item is significantly more capable than the same character with a low-powered or non-magical item. Even though an experienced DM can correct for it, and an inexperienced DM could use the wealth by level guidelines, this "need" for magic items is one of the most hated aspects of magic items in 3e (based on a poll that I started <a href="http://www.enworld.org/showthread.php?t=212214" target="_blank">here</a>).</p><p></p><p>The approach of allowing equipment bonuses to overlap instead of stacking with level-dependent bonuses is one way to fix this problem. Of course, it might not be the only way, and it will be interesting to see how the developers address it in 4e.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3896648, member: 3424"] Like Leia, Han and Chewbacca? ;) It's been some time since I last saw the movies, but I recall them using armor mostly for disguise rather than protection. Except that D&D isn't a "flavor", it's an international buffet with 101 separate dishes (including desserts). :p Many D&D warrior archetypes typically walk around with little or no armor, e.g. swashbuckers, barbarians, rangers, (and in 4e) rogues, and are expected to be competitive in a fight with more heavily armored archetypes like knights and paladins. To be fair, the Star Wars Saga Edition rules provide some additional benefits for wearing armor apart from the AC bonus, and there is an Armored Specialist talent tree that allows characters to stack part of the equipment bonus from armor to their level-based AC. Similar rules could provide knight archetype characters an incentive to keep their armor on. That is one way to explain how magic works in the game. However, there is another. Magic weapons and armor could simply impart a certain level of skill to the user. Using this "explanation" for magic, past a certain point, a magic sword is still as useful [U]as a sword[/U] to its weilder, but its skill-raising quality ceases to help him any more because his personal skill has surpassed the level of skill imparted by the sword. I will admit that it is not the approach generally taken in 3e, where the bonuses usually stack. In a way, it is suggestive of [I]gauntlets of ogre power[/I] and [I]belts of giant strength[/I] in earlier editions, which set your strength to a specific level (and were thus of no use to you if your strength was already at that level or higher). Under the 3e stacking system, a high-level character with a commensurately powerful magic item is significantly more capable than the same character with a low-powered or non-magical item. Even though an experienced DM can correct for it, and an inexperienced DM could use the wealth by level guidelines, this "need" for magic items is one of the most hated aspects of magic items in 3e (based on a poll that I started [URL=http://www.enworld.org/showthread.php?t=212214]here[/URL]). The approach of allowing equipment bonuses to overlap instead of stacking with level-dependent bonuses is one way to fix this problem. Of course, it might not be the only way, and it will be interesting to see how the developers address it in 4e. [/QUOTE]
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