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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Astrosicebear" data-source="post: 5838979" data-attributes="member: 67017"><p>I believe they (designers) have said that the modifiers across the board are being lowered. That will have the impact of raising the impact of magic items. A +1 sword now becomes much better.</p><p></p><p>In reference to the poll/OP, there are two sides to the coin. Certainly there could be a need through the system to have a large assortment of minor magical items. If, for instance, the system has DR of multiple types, a fighter might still need to be a walking store. I find this appealing with reference to the D&DNext feature of weapon skill groups. I would like that my fighter could potentially find a cold iron axe the room before we find some deep, dark nasty fae boss, and have no problem using it.</p><p></p><p>On the flip side, I too, voted no. I do not want magic items to be as pervasive as 3.5. Up to level 6 they are mysterious. Once you progress beyond that they become mandatory and mundane. Same in 4E except they are practically built into the leveling system. Designing a character over say level 10 in 3.5 takes more time to pick and buy magic items than feats/skills etc.</p><p></p><p>I would like to see some kind of built in system, or perhaps just a guide for DMs on magic items per character based on level. 3.5 handled this with slots and non stacking bonuses. I believe 4e also had something like this. These might be some ideas, of course up to the DM to enforce/allow/change:</p><p></p><p>Max # of magic items = 1/2 char level.</p><p></p><p>Max # of magic items = chart</p><p></p><p>Broader non-stacking body slots (armor/weapon/upper body/lower body/rings)</p><p></p><p>Max item power based on level of char vs level of item.</p></blockquote><p></p>
[QUOTE="Astrosicebear, post: 5838979, member: 67017"] I believe they (designers) have said that the modifiers across the board are being lowered. That will have the impact of raising the impact of magic items. A +1 sword now becomes much better. In reference to the poll/OP, there are two sides to the coin. Certainly there could be a need through the system to have a large assortment of minor magical items. If, for instance, the system has DR of multiple types, a fighter might still need to be a walking store. I find this appealing with reference to the D&DNext feature of weapon skill groups. I would like that my fighter could potentially find a cold iron axe the room before we find some deep, dark nasty fae boss, and have no problem using it. On the flip side, I too, voted no. I do not want magic items to be as pervasive as 3.5. Up to level 6 they are mysterious. Once you progress beyond that they become mandatory and mundane. Same in 4E except they are practically built into the leveling system. Designing a character over say level 10 in 3.5 takes more time to pick and buy magic items than feats/skills etc. I would like to see some kind of built in system, or perhaps just a guide for DMs on magic items per character based on level. 3.5 handled this with slots and non stacking bonuses. I believe 4e also had something like this. These might be some ideas, of course up to the DM to enforce/allow/change: Max # of magic items = 1/2 char level. Max # of magic items = chart Broader non-stacking body slots (armor/weapon/upper body/lower body/rings) Max item power based on level of char vs level of item. [/QUOTE]
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