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Magic Items that lost their magic
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<blockquote data-quote="GnomeWorks" data-source="post: 4803803" data-attributes="member: 162"><p>I'd argue that the alternative is to not use a system that uses boring +X items, with more interesting magic items.</p><p></p><p>But if we're going to stick with 4e, I'd go with the idea of just giving players a random bonus at whatever levels are appropriate and ditching +X items entirely; however it was Mearls said to do it, or whatever. Keep the properties around, because they're what make magic items nifty, but drop the bonuses.</p><p></p><p>Not sure what to do about properties that improve with level; I'd probably just say the items level with the user, to avoid getting rid of items in favor of new ones that are just mechanically better.</p><p></p><p></p><p></p><p>Right, so the best thing to do would seem to be to get rid of the numerical bonuses.</p><p></p><p></p><p></p><p>In the game system I'm working on, this is the route we're going to go if we go with +X items (which we may or may not; I keep waffling on the topic). If you use an item that provides a straight bonus to something, you can't earn XP towards whatever it is (so if you have a ring of jumping, you can't earn XP towards jumping).</p><p></p><p>It seems to be a sensible solution; the idea behind it, so far as my system is concerned, is that the item is doing most of the work for you, so you don't actually get better at what it is you're doing, because it's hard to learn from success or failure when you're not sure what's going on because the item figured it out for you.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4803803, member: 162"] I'd argue that the alternative is to not use a system that uses boring +X items, with more interesting magic items. But if we're going to stick with 4e, I'd go with the idea of just giving players a random bonus at whatever levels are appropriate and ditching +X items entirely; however it was Mearls said to do it, or whatever. Keep the properties around, because they're what make magic items nifty, but drop the bonuses. Not sure what to do about properties that improve with level; I'd probably just say the items level with the user, to avoid getting rid of items in favor of new ones that are just mechanically better. Right, so the best thing to do would seem to be to get rid of the numerical bonuses. In the game system I'm working on, this is the route we're going to go if we go with +X items (which we may or may not; I keep waffling on the topic). If you use an item that provides a straight bonus to something, you can't earn XP towards whatever it is (so if you have a ring of jumping, you can't earn XP towards jumping). It seems to be a sensible solution; the idea behind it, so far as my system is concerned, is that the item is doing most of the work for you, so you don't actually get better at what it is you're doing, because it's hard to learn from success or failure when you're not sure what's going on because the item figured it out for you. [/QUOTE]
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Magic Items that lost their magic
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