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General Tabletop Discussion
*Dungeons & Dragons
Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Khaalis" data-source="post: 5842239" data-attributes="member: 2167"><p>I have to say I agree with separating magic items from standard progression. I also don't see it being all that difficult. </p><p></p><p>For items there could be a set of "Magic Levels" such as: </p><p>* No Magic</p><p>* Utility Magic (potions, non-combat bonus items)</p><p>* Low Combat Magic (+1 to +2 items)</p><p>* Intermediate Combat Magic (+3 to +4 items)</p><p>* High Combat Magic (+5 items)</p><p></p><p>This list could be made much more detailed by how you want to break up magic items but this is the common basic idea. It can also be used as individual levels of magic or as a progression of magic (i.e. +2 item bonuses shouldn't be attained until level X), etc.</p><p></p><p>The core math should be set at the assumption of no Magic. Thus all combat math is based purely on character builds vs. monsters based on no magical bonuses. From there the Monster Manual and/or DMG should state the basics of how to quickly modify encounters based on magic level. Depending on the core math it could be something similar to:</p><p>* Low Combat Magic: Increase the AC, Saves and Attacks of each monster by 2.</p><p></p><p>This would support all levels of magic from None to Monty...</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5842239, member: 2167"] I have to say I agree with separating magic items from standard progression. I also don't see it being all that difficult. For items there could be a set of "Magic Levels" such as: * No Magic * Utility Magic (potions, non-combat bonus items) * Low Combat Magic (+1 to +2 items) * Intermediate Combat Magic (+3 to +4 items) * High Combat Magic (+5 items) This list could be made much more detailed by how you want to break up magic items but this is the common basic idea. It can also be used as individual levels of magic or as a progression of magic (i.e. +2 item bonuses shouldn't be attained until level X), etc. The core math should be set at the assumption of no Magic. Thus all combat math is based purely on character builds vs. monsters based on no magical bonuses. From there the Monster Manual and/or DMG should state the basics of how to quickly modify encounters based on magic level. Depending on the core math it could be something similar to: * Low Combat Magic: Increase the AC, Saves and Attacks of each monster by 2. This would support all levels of magic from None to Monty... [/QUOTE]
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