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Magic Items in D&D Next
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<blockquote data-quote="Crazy Jerome" data-source="post: 5959650" data-attributes="member: 54877"><p>Really happy about the +3 cap. That is something I've wanted for ages. It does imply a small amount of expected magic items in some games, but the thing is, it is fairly manageable. Let's say that you want a low-magic game, but still hand out a few items. Assume 20 levels. OK, you delay given out those +1 weapons as long as possible, and then likewise with +2. You never get to +3. So yeah, you had to hand out those weapons, but that's two weapons <strong>over the course of 20 levels</strong>. And if it really bothers you in a completely low-magic game, you can always just give a blanket +1 to hit at level 10 or so instead, and let the characters deal with it. </p><p> </p><p>Or in other words, making the DM and group account for a +2 bonus over the course of 20 levels, somehow, even if only a tougher game than normal, is a small price to pay for keeping the traditional magic items. When you start looking at +5, +6, +10 over a similar spread, the differences are too great to ignore or finesse.</p><p> </p><p>On the issue of people wanting new equipment more frequently, that's easy to handle. You start with a fairly vanilla +1 weapon, and then later you hand out a slightly better, more interesting one. At some point, you can have them find weapons that aren't necessarily better, but just different. You never know what kind of special abilities will spark interest. The only real drawback there is characters hoarding a golf bag for the special abilities. However, once you've reached the point where a character has a golf bag, any "nice DM" inclinations against breaking, stealing, etc. equipment are pretty much nullified. Be as "Rat Bastard DM" as you want, since you were nice enough to let them have multiples in the first place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5959650, member: 54877"] Really happy about the +3 cap. That is something I've wanted for ages. It does imply a small amount of expected magic items in some games, but the thing is, it is fairly manageable. Let's say that you want a low-magic game, but still hand out a few items. Assume 20 levels. OK, you delay given out those +1 weapons as long as possible, and then likewise with +2. You never get to +3. So yeah, you had to hand out those weapons, but that's two weapons [B]over the course of 20 levels[/B]. And if it really bothers you in a completely low-magic game, you can always just give a blanket +1 to hit at level 10 or so instead, and let the characters deal with it. Or in other words, making the DM and group account for a +2 bonus over the course of 20 levels, somehow, even if only a tougher game than normal, is a small price to pay for keeping the traditional magic items. When you start looking at +5, +6, +10 over a similar spread, the differences are too great to ignore or finesse. On the issue of people wanting new equipment more frequently, that's easy to handle. You start with a fairly vanilla +1 weapon, and then later you hand out a slightly better, more interesting one. At some point, you can have them find weapons that aren't necessarily better, but just different. You never know what kind of special abilities will spark interest. The only real drawback there is characters hoarding a golf bag for the special abilities. However, once you've reached the point where a character has a golf bag, any "nice DM" inclinations against breaking, stealing, etc. equipment are pretty much nullified. Be as "Rat Bastard DM" as you want, since you were nice enough to let them have multiples in the first place. ;) [/QUOTE]
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