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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Khaalis" data-source="post: 5846750" data-attributes="member: 2167"><p>Actually, each of these items, IMHO are from what I would consider low-magic worlds. Magic is NOT by any means common. This has 2 possible emulations in D&D:</p><p>1) Even a "+1 magic" weapon is considered an amazingly powerful item. OR</p><p>2) There are no such things as "common" items like a +1 sword in these worlds. The only Magic Items that can/do exist in these worlds are what D&D classifies as Artifacts.</p><p></p><p>The core issue here is really based on expectation of the kind of campaign world you want to be running. </p><p></p><p>A High-Magic world like Forgotten Realms, where there are literally hundreds of thousands of arcane and divine practitioners running around leads to a world where magic items become commonplace. This has becme the standard core for the D&D system. It is basically the same itemization model that was adopted (from RPGs like D&D) into MMOs.</p><p></p><p>For those who want to run a Low-Magic game, where items are very uncommon, very weak, or a combination of the two... has always required a lot of fudging in D&D since the rule system has always assumed their existence in the game balance of the mechanics.</p><p></p><p>5E seems to be taking a step back and looking at the possibility of changing this core paradigm, taking magic items OUT of the core mechanics balancing equation and making them an option that can be added in afterward. To me, this is a good thing as it widens the audience to which the D&D game mechanics can be useful, embracing the Grim & Gritty, Low Magic, Sword & Sorcery types back to the fold.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5846750, member: 2167"] Actually, each of these items, IMHO are from what I would consider low-magic worlds. Magic is NOT by any means common. This has 2 possible emulations in D&D: 1) Even a "+1 magic" weapon is considered an amazingly powerful item. OR 2) There are no such things as "common" items like a +1 sword in these worlds. The only Magic Items that can/do exist in these worlds are what D&D classifies as Artifacts. The core issue here is really based on expectation of the kind of campaign world you want to be running. A High-Magic world like Forgotten Realms, where there are literally hundreds of thousands of arcane and divine practitioners running around leads to a world where magic items become commonplace. This has becme the standard core for the D&D system. It is basically the same itemization model that was adopted (from RPGs like D&D) into MMOs. For those who want to run a Low-Magic game, where items are very uncommon, very weak, or a combination of the two... has always required a lot of fudging in D&D since the rule system has always assumed their existence in the game balance of the mechanics. 5E seems to be taking a step back and looking at the possibility of changing this core paradigm, taking magic items OUT of the core mechanics balancing equation and making them an option that can be added in afterward. To me, this is a good thing as it widens the audience to which the D&D game mechanics can be useful, embracing the Grim & Gritty, Low Magic, Sword & Sorcery types back to the fold. [/QUOTE]
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