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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5839813" data-attributes="member: 882"><p>I try to look at things economically. One of the problems of 3rd Edition was that PCs could make their own equipment, specifically disposable equipment such as potions/wands/scrolls, giving them access to whatever they needed whenever they needed it (with poor balance on the cost of said items). In 4th Edition you can make items, but you need a specific component whose value is indeterminate, because it's not clear where it comes from. Magic items should be challenging to construct, else there is little incentive to seek them in dungeons - specific components rather than generic dust would be my preference.</p><p></p><p>I would also like to see an option for items to get better according to use. Rather than award a character with a new sword with a better plus or power, why not reward them by having their existing sword develop a better power? I don't know how challenging this would be to balance and keep track of.</p><p></p><p>Something to definitely reduce is the scope of boni that can be gained from a magic item. A +1 sword that only gives a bonus to damage, for instance, maintains math balance. This way +5 sword is still awesome, but not necessary to compete. Depending on what skill system is used, it might be best to avoid +x to skill roll boni too, instead modifying how the skill is resolved - for instance a sash of healing makes binding wounds a minor action, or magic lockpicks alert you if the door/chest is trapped and give you a chance to disarm it.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5839813, member: 882"] I try to look at things economically. One of the problems of 3rd Edition was that PCs could make their own equipment, specifically disposable equipment such as potions/wands/scrolls, giving them access to whatever they needed whenever they needed it (with poor balance on the cost of said items). In 4th Edition you can make items, but you need a specific component whose value is indeterminate, because it's not clear where it comes from. Magic items should be challenging to construct, else there is little incentive to seek them in dungeons - specific components rather than generic dust would be my preference. I would also like to see an option for items to get better according to use. Rather than award a character with a new sword with a better plus or power, why not reward them by having their existing sword develop a better power? I don't know how challenging this would be to balance and keep track of. Something to definitely reduce is the scope of boni that can be gained from a magic item. A +1 sword that only gives a bonus to damage, for instance, maintains math balance. This way +5 sword is still awesome, but not necessary to compete. Depending on what skill system is used, it might be best to avoid +x to skill roll boni too, instead modifying how the skill is resolved - for instance a sash of healing makes binding wounds a minor action, or magic lockpicks alert you if the door/chest is trapped and give you a chance to disarm it. [/QUOTE]
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Magic items in D&D Next: Remove them as PC dependant?
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