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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="delericho" data-source="post: 5842258" data-attributes="member: 22424"><p>In general, I would prefer to see magic items removed as being an assumed part of the build. That's definitely one of the more annoying aspects of the post-3e versions of D&D.</p><p></p><p>However, if the game keeps magic items at all, there will need to be some assumptions over how many items characters will have at which levels (which presumably will not be "none"). Additionally, some items will always be considered much more desirable than others (in 3e it was the "big six"; 4e took that down to a "big three"... but whatever you do, a magic sword will always be better for a Fighter than a magic wand).</p><p></p><p>So, I'm not sure just how possible it is to keep items out of the assumptions for the builds.</p><p></p><p>It might be better to embrace this model - have a bunch of item powers not directly associated with a class, and if a player wishes his character to have a "signature item", "Weapon of Legacy", or whatever, have them buy up the appropriate powers.</p><p></p><p>Thereafter, any items they get in excess of the ones they have bought are considered short-term resources - they either buy them as powers next time they level up, or they can expect to lose them just as quickly as they got them. (This is basically the same way Mutants & Masterminds handles "battlesuit" heroes.)</p><p></p><p>And, obviously, a PC who <em>doesn't</em> spend powers on items then doesn't have as many magic items... but that doesn't matter, since he's had the opportunity to spend his powers on other cool things instead.</p></blockquote><p></p>
[QUOTE="delericho, post: 5842258, member: 22424"] In general, I would prefer to see magic items removed as being an assumed part of the build. That's definitely one of the more annoying aspects of the post-3e versions of D&D. However, if the game keeps magic items at all, there will need to be some assumptions over how many items characters will have at which levels (which presumably will not be "none"). Additionally, some items will always be considered much more desirable than others (in 3e it was the "big six"; 4e took that down to a "big three"... but whatever you do, a magic sword will always be better for a Fighter than a magic wand). So, I'm not sure just how possible it is to keep items out of the assumptions for the builds. It might be better to embrace this model - have a bunch of item powers not directly associated with a class, and if a player wishes his character to have a "signature item", "Weapon of Legacy", or whatever, have them buy up the appropriate powers. Thereafter, any items they get in excess of the ones they have bought are considered short-term resources - they either buy them as powers next time they level up, or they can expect to lose them just as quickly as they got them. (This is basically the same way Mutants & Masterminds handles "battlesuit" heroes.) And, obviously, a PC who [i]doesn't[/i] spend powers on items then doesn't have as many magic items... but that doesn't matter, since he's had the opportunity to spend his powers on other cool things instead. [/QUOTE]
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Magic items in D&D Next: Remove them as PC dependant?
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