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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Recidivism" data-source="post: 5841837" data-attributes="member: 51740"><p>My early D&D gaming experiences never involved characters getting beyond 4th-5th level due to the mortality in earlier editions ... So I suppose that depends on whether you consider that "the lowest-level" or not. It was certainly never the case that everyone had magic weapons and armor. You were lucky if you were a fighter to be able to save up enough for non-magical Plate.</p><p></p><p>Frankly I don't recall if earlier editions had wealth progression charts or not -- But even if they did, we never played with them. 3rd Edition was the first edition where I started paying attention to the rules on that, and it looked pretty silly guaranteeing players at higher levels millions of gold pieces and assuming that players could find or purchase their choice of magic item as if there were factories churning out the stuff to spec. 3.5 and 4th Edition simplified the impact of magic items, but still didn't do anything to the unbelievable mismatch in rarity between games that people want to run and the core rules.</p><p></p><p></p><p></p><p>I've never said I didn't think the system shouldn't take them into account. Merely that the baseline game rules shouldn't assume players have magic items. I don't want to run games entirely without magic items either, but I do want magic items to remain rare and prized, not pawned away for some extra gold to buy a wish list item. It's a lot easier to start from an assumption of 0 and add your desired rarity of items than it is to start from an assumption formula of Level / X - Y + Z , subtract the end result from half the printed values in the game, then add back in what you, as a DM, feel is appropriate.</p></blockquote><p></p>
[QUOTE="Recidivism, post: 5841837, member: 51740"] My early D&D gaming experiences never involved characters getting beyond 4th-5th level due to the mortality in earlier editions ... So I suppose that depends on whether you consider that "the lowest-level" or not. It was certainly never the case that everyone had magic weapons and armor. You were lucky if you were a fighter to be able to save up enough for non-magical Plate. Frankly I don't recall if earlier editions had wealth progression charts or not -- But even if they did, we never played with them. 3rd Edition was the first edition where I started paying attention to the rules on that, and it looked pretty silly guaranteeing players at higher levels millions of gold pieces and assuming that players could find or purchase their choice of magic item as if there were factories churning out the stuff to spec. 3.5 and 4th Edition simplified the impact of magic items, but still didn't do anything to the unbelievable mismatch in rarity between games that people want to run and the core rules. I've never said I didn't think the system shouldn't take them into account. Merely that the baseline game rules shouldn't assume players have magic items. I don't want to run games entirely without magic items either, but I do want magic items to remain rare and prized, not pawned away for some extra gold to buy a wish list item. It's a lot easier to start from an assumption of 0 and add your desired rarity of items than it is to start from an assumption formula of Level / X - Y + Z , subtract the end result from half the printed values in the game, then add back in what you, as a DM, feel is appropriate. [/QUOTE]
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