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Magic Items in 5e... Lackluster?
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<blockquote data-quote="Nebulous" data-source="post: 6492589" data-attributes="member: 31465"><p>I don't have a problem with the magic items. I mean, they're D&D, it's how the game has always been, for better or worse. I find it leaps and bounds above the drudgery of 4e magic items. If you don't like the pluses, why not just leave them off and tag on a secondary ability as the only magic? Something glows in the presence of X monster; it deals +2d6 vs. X monster; it speaks telepathically to a player; strip the wondrous powers from X item and give it to a weapon, such as a axe that acts as Boots of Spring and Striding, or do the reverse, a potion that turns your touch into a lifedrinker. Because the math of the game has been stripped away from level advancement you can do just about anything. I gave a player a dagger with no pluses but it always deals 4 points maximum damage. OR...just take the Pathfinder items you mentioned and import them. </p><p></p><p>I'd love to see a 5e book of magic items that deviates from the default. For example, wands recharge at a different rate. Hand out some cursed items that give a big boost but all of a sudden the PCs discover the drawback, and they have to weigh the pros and cons to keep it or not. Another alternative...hand out Magic items way above the suggested level. Maybe a 3rd level character gets a ring of invisibility and another finds a Staff of the Magi. Could that break the game? Maybe, sure. Or, it could lead into a whole fascinating story arc of how to deal with the repercussions of having powerful magic that everyone else wants.</p></blockquote><p></p>
[QUOTE="Nebulous, post: 6492589, member: 31465"] I don't have a problem with the magic items. I mean, they're D&D, it's how the game has always been, for better or worse. I find it leaps and bounds above the drudgery of 4e magic items. If you don't like the pluses, why not just leave them off and tag on a secondary ability as the only magic? Something glows in the presence of X monster; it deals +2d6 vs. X monster; it speaks telepathically to a player; strip the wondrous powers from X item and give it to a weapon, such as a axe that acts as Boots of Spring and Striding, or do the reverse, a potion that turns your touch into a lifedrinker. Because the math of the game has been stripped away from level advancement you can do just about anything. I gave a player a dagger with no pluses but it always deals 4 points maximum damage. OR...just take the Pathfinder items you mentioned and import them. I'd love to see a 5e book of magic items that deviates from the default. For example, wands recharge at a different rate. Hand out some cursed items that give a big boost but all of a sudden the PCs discover the drawback, and they have to weigh the pros and cons to keep it or not. Another alternative...hand out Magic items way above the suggested level. Maybe a 3rd level character gets a ring of invisibility and another finds a Staff of the Magi. Could that break the game? Maybe, sure. Or, it could lead into a whole fascinating story arc of how to deal with the repercussions of having powerful magic that everyone else wants. [/QUOTE]
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Magic Items in 5e... Lackluster?
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