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Magic items in D&D Next: Remove them as PC dependant?
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<blockquote data-quote="Balesir" data-source="post: 5846831" data-attributes="member: 27160"><p>Magic items as a necessity to "make the maths work" are not a good feature, I agree. I'm very tempted to go with the idea of taking away ALL the +X properties of items - have them only have properties, powers and so on.</p><p></p><p>One innovation of 4E I really want to see retained, though, is the Artifact/Item distinction. Simply put, "Magic Items" are relatively common things that mortals (including the PCs) can make and modify. Maybe they are even found in "Magic Shops". "Artifacts", on the other hand, are items that can not (or no longer?) be made by mortals and can only be gained by being found/given/recovered. In other words, Artifacts are part of the game world, not part of the characters - they are in the DM's gift and purview. They need not be uber-powerful - a "First Level" Artifact makes perfect sense, to me. They are just qualitatively different from Magic Items - not just "tenth level spells"...</p><p></p><p>Given a system like this, it would be easy as pie to make it "modular". Those who want ultra-low-magic worlds just have Artifacts only - no Magic Items. They can't be made, they can't (realistically) be sold - they are literally priceless. And they don't have to ba balanced, either.</p><p></p><p>For those who want added character customisation options shared and managed by the party as a whole - use Magic Items. And, for those times you need something situationally gonzo as a McGuffin - use an Artifact!</p></blockquote><p></p>
[QUOTE="Balesir, post: 5846831, member: 27160"] Magic items as a necessity to "make the maths work" are not a good feature, I agree. I'm very tempted to go with the idea of taking away ALL the +X properties of items - have them only have properties, powers and so on. One innovation of 4E I really want to see retained, though, is the Artifact/Item distinction. Simply put, "Magic Items" are relatively common things that mortals (including the PCs) can make and modify. Maybe they are even found in "Magic Shops". "Artifacts", on the other hand, are items that can not (or no longer?) be made by mortals and can only be gained by being found/given/recovered. In other words, Artifacts are part of the game world, not part of the characters - they are in the DM's gift and purview. They need not be uber-powerful - a "First Level" Artifact makes perfect sense, to me. They are just qualitatively different from Magic Items - not just "tenth level spells"... Given a system like this, it would be easy as pie to make it "modular". Those who want ultra-low-magic worlds just have Artifacts only - no Magic Items. They can't be made, they can't (realistically) be sold - they are literally priceless. And they don't have to ba balanced, either. For those who want added character customisation options shared and managed by the party as a whole - use Magic Items. And, for those times you need something situationally gonzo as a McGuffin - use an Artifact! [/QUOTE]
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