CubeKnight said:
I mean, thinking that no matter how Strong/Intelligent/whatever you are, that you'd be simply worse off if you didn't have [insert-item-here]. I want to be the strong/intelligent/whatever one. Because of what I am, not because of what I own.
I understand how you feel. Usually I'm not bothered by the phenomenon. After all, even Thor had a magic belt of strength. Sometimes the item is part of the legend.
My only real quibble with the whole thing is that if you want to play a character who's hygienic, he can lose half his powers by having his clothes stolen while he's taking a bath.
But that break in suspension of disbelief aside, I like the magic item system simply because, as a game, it's fun to get stuff. Sure, you could just tack on all the powers of a Holy Avenger onto the character, but then you lose the fun of finding the Lost Sword of St. Argantine buried in the lich-lord's crypt.
Now I suppose one could make a claim that you could still find said Lost Sword, it simply wouldn't have any powers. But speaking from my own experience, what makes for a memorable magic item is the combination of a good backstory
and interesting/potent powers. Only one or the other simply doesn't get the job done.
fuindordm said:
I could go on... but in their effort to make magic items not matter too much, it feels to me like WotC made items not matter at all.
I agree. Magic items seem to have become significantly less potent in this edition of the game. And because of this, it's even more important for DMs to make them special in other ways. Many of us were doing this already, but it's more necessary now since a lot of the time a magic item's powers won't be making anyone "ooh" or "aah" on their own.
Currently I'm leaving magic items as they are. I don't want to mess with the balance at this point. Once I've gained more experience with the new system, I may drop a more potent item into the mix here and there.
