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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Items in D&D Next
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="nightwalker450" data-source="post: 5959485" data-attributes="member: 94895"><p>I've really got mixed feelings for this, but I'm willing to give them the benefit of the doubt until I see it in play test.</p><p></p><p>Up to +3 in bonuses (higher for artifacts?)... +'s are still +'s, I'd rather they didn't go that high. When the rogue gets a +3 dagger, he's the weapon master then, not the fighter (especially if all the fighter has is his class +x bonuses to fighting). Getting an item that (with lower stat progression) almost doubles your bonus that's pretty significant... And you can't say that low levels won't have it, because then you're going back to tying magic items to level progression... Up to level 5, you don't have an item, after that characters will have +1's... then at level 10 they will all junk those for +2's, and at level 15 they'll be able to get their hands on +3 items... It doesn't make for "flat math" it just makes for "flatter math" that still will have item expectations so that you aren't laughed at by fellow party members. Why are you still carrying your grandfather's antique sword, instead of using the new shiny +x bonus weapon? I'd only put +'s on the item if there is a reason for it. Why does the mace of smashing inanimate objects make it so much easier to hit the quick and agile goblin? Whereas a heartseeker blade that actually twists in your hand to more directly strike any heat producing creature (not constructs, water elementals, etc..) that makes sense.</p><p></p><p>Escalating Armor via purchases... Why is the heavy armor wearer the only character that has to level up to get his base stats? If the concept of your class is wear heavy armor and hit things, and you won't be able to actually do half of that for multiple levels? If there are class options, or themes that will give you higher armors at the beginning then this could be a moot point though. Otherwise every other class is equipped with everything they need coming out the door... The fighter though comes out half dressed. This would be like the wizard being able to have 3 different at-will spells, but he'll only know 1. Or the rogue being able to pick locks with the proper tools, but unable to get those tools until a higher level, and still further until he'll get the tools to disarm traps.</p><p></p><p>These are really negative sounding, but I honestly want to see them in play. Like I said I could see the second one being moot if there are class options/themes/backgrounds that bypass it.</p></blockquote><p></p>
[QUOTE="nightwalker450, post: 5959485, member: 94895"] I've really got mixed feelings for this, but I'm willing to give them the benefit of the doubt until I see it in play test. Up to +3 in bonuses (higher for artifacts?)... +'s are still +'s, I'd rather they didn't go that high. When the rogue gets a +3 dagger, he's the weapon master then, not the fighter (especially if all the fighter has is his class +x bonuses to fighting). Getting an item that (with lower stat progression) almost doubles your bonus that's pretty significant... And you can't say that low levels won't have it, because then you're going back to tying magic items to level progression... Up to level 5, you don't have an item, after that characters will have +1's... then at level 10 they will all junk those for +2's, and at level 15 they'll be able to get their hands on +3 items... It doesn't make for "flat math" it just makes for "flatter math" that still will have item expectations so that you aren't laughed at by fellow party members. Why are you still carrying your grandfather's antique sword, instead of using the new shiny +x bonus weapon? I'd only put +'s on the item if there is a reason for it. Why does the mace of smashing inanimate objects make it so much easier to hit the quick and agile goblin? Whereas a heartseeker blade that actually twists in your hand to more directly strike any heat producing creature (not constructs, water elementals, etc..) that makes sense. Escalating Armor via purchases... Why is the heavy armor wearer the only character that has to level up to get his base stats? If the concept of your class is wear heavy armor and hit things, and you won't be able to actually do half of that for multiple levels? If there are class options, or themes that will give you higher armors at the beginning then this could be a moot point though. Otherwise every other class is equipped with everything they need coming out the door... The fighter though comes out half dressed. This would be like the wizard being able to have 3 different at-will spells, but he'll only know 1. Or the rogue being able to pick locks with the proper tools, but unable to get those tools until a higher level, and still further until he'll get the tools to disarm traps. These are really negative sounding, but I honestly want to see them in play. Like I said I could see the second one being moot if there are class options/themes/backgrounds that bypass it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Items in D&D Next
Top