Ah! I started with AD&D 1st Edition, but I guess I missed the whole alternate D&D branch during the same time period. Thanks!Lackhand said:Basic, Expert, Companion, Masters -- usually terminated with an I for Immortals.
"Old-style D&D"![]()
Ah! I started with AD&D 1st Edition, but I guess I missed the whole alternate D&D branch during the same time period. Thanks!Lackhand said:Basic, Expert, Companion, Masters -- usually terminated with an I for Immortals.
"Old-style D&D"![]()
Well, he said the playtester NDA was being lifted, which was either a mistake or all the other playtesters were struck dumb that same weekend. There's no way to say how accurate the 4e claims are since other playtesters aren't allowed to talk and WOTC has been so tight-lipped. There is an awful lot of... hyperbole there, though.Dausuul said:Are there any errors in terms of features 4E has? Or is it just the "3E lacks" part you object to?
That does not follow at all. From what we know, the encounter balance expects PCs to have a +x weapon, +y armor, etc. at level N. That could just as easily be expressed as: PCs of level N need (the sum of the costs of those items) gold, which is to say, the wealth-by-level guidelines are still there. They are, however, much more specific and thus more useful. (3e threw all items into the same pot, regardless of their combat usefulness, or regardless of whether it was spent on a few big item or many little ones, which results large variances that the encounter balance cannot account for) It is a major balance mechanic - it's a big part of why the encounter "math" should actually work. The other big part would be the monster design, but the monsters only work as opposition to the PCs, so it's important to know what kind of numbers the PCs have in relation to the monsters, which comes back to... expected treasure by level.Dausuul said:And as far as I know, the only magic items assumed by the 4E mechanics are +weapon, +armor, and +resistance (cloak). Even that much can be stripped out of the game in a matter of minutes, or so saith Mearls. There is no longer "wealth by level," or if there is, it's not a major balance mechanic.
PeelSeel2 said:If the magic items ability is based off from the level of the character using it (which I believe it is), it takes away the need to have magic shops, etc. That magic +1 sword you found at 3rd level (Because swords go up by 1 every 3 character levels I believe) will do you fine at 18th level (being a +6 in your hands at that level!!). Then finding a magic item is truly magical. You have found the Magic Sword of King Ugner, who used it all his life. You have not found generic +1 sword to be bartered off for that +3 generic sword. You may only find that one sword in your lifetime, but it is useful all your life! Also, if you 'unlock' abilities in the magic item as levels progress, it would be cool (again, I believe this is the way some items will work). Hey, I found the wand of ArchMage Fenton. I didn't find that +1 wand which is useful in the early part of my career. I could use it the whole time!! It has VALUE. As a valuable item, I am not going to sell it. It never out lives it's usefulness.
That system in an of itself would bring back the mysticism of magic items, and it keeps them simple. It also gives reason why people VALUE them. If you had one, you do not want to sell it! You do not need to sell it.
Thats my 3.5 cents worth.
Lizard said:Where did all those items come from? Who left them in the dungeons?
Just Another User said:Because by the RAW if you have the right feats, the spells, the gold and the xps, you can make any magic item, even if the GM say that, for example, only the dwarves of the firetop mountains know how to make Firebrand weapons.
GoodKingJayIII said:Just FYI, Rule 0 is a written rule.
Revinor said:And because of that we can argue that 3e has spaceships, too much sex, detailed rules for pie cooking and green oozes spawning little lantern archons.
Look up "System does matter" on Forge. Every system has something like Rule 0, but system still does matter. And RAW means Rules as Written, not Rules as Written and Modified by Applying Meta Rules.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.