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Magic Items that lost their magic
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<blockquote data-quote="ferratus" data-source="post: 4804720" data-attributes="member: 55966"><p>Yeah, I don't think we want to go back to the way magical items were handled in 2e (arbitrary random qualities) but it was those arbitrary random qualities which made them interesting. Magical items in 3e, and to a greater degree 4e, are much more standardized. Thus it is harder to have wonder when it fits a modular slot of boosting existing character abilities, or providing a single (balanced for level) ability. Part of what made gauntlets of Ogre Power or the Girdle of Giant Strength cool was the fact that you became the strongest man in the world when you wore them. This is always going to have to be sacrificed if you want balance, and if you don't want your character to be all about your gear. Still, it always a hoot for the DM to grab an overpowered and poorly designed magical item off the random treasure table, if only for a little while.</p><p></p><p>I think though that I might have been a bit harsh on 4e magical items as I go through a lot of the conversions. Most of the wondrous items have carried forward with flavour intact, and those are the ones I like best anyway.</p><p></p><p>As for what you spend gold on besides magical items... why hirelings and strongholds of course! The neglected and unappreciated third pillar of D&D. We just need to make it easier to fit with adventuring. Instant fortresses, ships, and astral domains are all steps in the right direction.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4804720, member: 55966"] Yeah, I don't think we want to go back to the way magical items were handled in 2e (arbitrary random qualities) but it was those arbitrary random qualities which made them interesting. Magical items in 3e, and to a greater degree 4e, are much more standardized. Thus it is harder to have wonder when it fits a modular slot of boosting existing character abilities, or providing a single (balanced for level) ability. Part of what made gauntlets of Ogre Power or the Girdle of Giant Strength cool was the fact that you became the strongest man in the world when you wore them. This is always going to have to be sacrificed if you want balance, and if you don't want your character to be all about your gear. Still, it always a hoot for the DM to grab an overpowered and poorly designed magical item off the random treasure table, if only for a little while. I think though that I might have been a bit harsh on 4e magical items as I go through a lot of the conversions. Most of the wondrous items have carried forward with flavour intact, and those are the ones I like best anyway. As for what you spend gold on besides magical items... why hirelings and strongholds of course! The neglected and unappreciated third pillar of D&D. We just need to make it easier to fit with adventuring. Instant fortresses, ships, and astral domains are all steps in the right direction. [/QUOTE]
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