Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic items in D&D Next: Remove them as PC dependant?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5847210" data-attributes="member: 82106"><p>Well, it long predates the video game industry of course. I can attest that in the very earliest adventures in the days before days (or at least before the first module) there were plenty of magic items being given out. I think the thing is it is easy to talk about amazingly cool games where the magic is magic, the barbarians are all mighty thewed heroes with a great backstory, and the women are all... Er, em, where was I. </p><p></p><p>The truth is that most DMs are not incredible story tellers. We're just ordinary mortals and playing a fun casual game where if we're lucky the campaign goes somewhere and most of it is about instant gratification and fun moments. Handing out some magic items is a cool and easy way to have some fun and move things along. Yeah, it isn't exactly highbrow literary quality fantasy epic, but it is FUN.</p><p></p><p>Thus the game really mostly is designed to cater to the common man amongst gamers. In fact this probably explains the success of D&D specifically through the years more than anything else. It's a very accessible game. Most ordinary people, like me, can whip up an adventure that consists of a plot hook or two, a fairly simple map, some basic monsters, and a pile of treasure or two. On our more inspired days we come up with a pretty cliche NPC and some reasonably cunning traps. I've DMed for basically ever and I'll be totally honest, that's really the root of my being successful, to some degree, as a DM. </p><p></p><p>In the final analysis the people designing a new version of D&D have to ask themselves some questions. The main one being what segment of the audience is it most important to support and to what degree does that need to shape the way the game works? IMHO for most DMs and groups a game that easily slots in all the magic items they're going to be handed anyway seems like a pretty solid choice to make. Sure, that means items are basically assumed, but it also means the average DM has a fairly easy time running the game. If it can be done in such a way that the game also supports the amazing tales of the Piratecat's of the world that's great. Most of us just aren't in that league and such options probably won't help us a lot.</p><p></p><p>At the end of a hard-fought battle when my players are eagerly expecting treasure and cool lootz and getting ready to tote up their XP totals and see if they went up a level yet a few magical items that they can use in the next adventure and do something cool, albeit even if it is just add to a die roll they make often, that meets the need. I'd be kind of surprised if 5e wasn't aimed largely at that kind of DM and game. I know it probably would be if I were in charge. </p><p></p><p>I'd really strongly favor a design that allows for the rare unique story-item-only mode of play as well. Honestly though is 4e not pretty much that game? It certainly is much more so than 3.x is from what I can see. You have a relatively simple official option in the book that supports getting rid of any mechanical dependency and really the rest is always going to be up to the DM. Given that such games are run by people who have a pretty thorough understanding of the game, generally, I'd be most likely in favor of making really low magic the option and making classic D&D magic-is-common the default option. Maybe there's a cleaner way to do it than 4e did, but I'm hard-pressed to see what it is.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5847210, member: 82106"] Well, it long predates the video game industry of course. I can attest that in the very earliest adventures in the days before days (or at least before the first module) there were plenty of magic items being given out. I think the thing is it is easy to talk about amazingly cool games where the magic is magic, the barbarians are all mighty thewed heroes with a great backstory, and the women are all... Er, em, where was I. The truth is that most DMs are not incredible story tellers. We're just ordinary mortals and playing a fun casual game where if we're lucky the campaign goes somewhere and most of it is about instant gratification and fun moments. Handing out some magic items is a cool and easy way to have some fun and move things along. Yeah, it isn't exactly highbrow literary quality fantasy epic, but it is FUN. Thus the game really mostly is designed to cater to the common man amongst gamers. In fact this probably explains the success of D&D specifically through the years more than anything else. It's a very accessible game. Most ordinary people, like me, can whip up an adventure that consists of a plot hook or two, a fairly simple map, some basic monsters, and a pile of treasure or two. On our more inspired days we come up with a pretty cliche NPC and some reasonably cunning traps. I've DMed for basically ever and I'll be totally honest, that's really the root of my being successful, to some degree, as a DM. In the final analysis the people designing a new version of D&D have to ask themselves some questions. The main one being what segment of the audience is it most important to support and to what degree does that need to shape the way the game works? IMHO for most DMs and groups a game that easily slots in all the magic items they're going to be handed anyway seems like a pretty solid choice to make. Sure, that means items are basically assumed, but it also means the average DM has a fairly easy time running the game. If it can be done in such a way that the game also supports the amazing tales of the Piratecat's of the world that's great. Most of us just aren't in that league and such options probably won't help us a lot. At the end of a hard-fought battle when my players are eagerly expecting treasure and cool lootz and getting ready to tote up their XP totals and see if they went up a level yet a few magical items that they can use in the next adventure and do something cool, albeit even if it is just add to a die roll they make often, that meets the need. I'd be kind of surprised if 5e wasn't aimed largely at that kind of DM and game. I know it probably would be if I were in charge. I'd really strongly favor a design that allows for the rare unique story-item-only mode of play as well. Honestly though is 4e not pretty much that game? It certainly is much more so than 3.x is from what I can see. You have a relatively simple official option in the book that supports getting rid of any mechanical dependency and really the rest is always going to be up to the DM. Given that such games are run by people who have a pretty thorough understanding of the game, generally, I'd be most likely in favor of making really low magic the option and making classic D&D magic-is-common the default option. Maybe there's a cleaner way to do it than 4e did, but I'm hard-pressed to see what it is. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic items in D&D Next: Remove them as PC dependant?
Top