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<blockquote data-quote="Syrsuro" data-source="post: 4124697" data-attributes="member: 58162"><p>I don't think that is being disputed. At least I"m not disputing it. </p><p></p><p>In fact, that is the point.</p><p></p><p>First: The 3E rules forced that bit of 'balance' on the game (unless you houseruled it away somehow). And the consequences of that decision had long-reaching effects throughout the game, ending up in magic losing its mystique and appeal and becoming mundane.</p><p></p><p></p><p>But more importantly, speaking for myself anyway, the point is NOT the magic that the players wear. It is the magic that they find and DON'T wear. It is the magic that exists soley for the players to look at, discount as useless and sell. It is the hordes of +1 and +2 items your hypothetical 10th level character will pick up and discard as he looks for something better than the +4 (or whatever) he is already wielding.</p><p></p><p>The consequence of this 'balance' in the 3E rules was an overall devaluing of magic items, which made the game 'less fun' for many of us. </p><p></p><p></p><p></p><p>Of course, your post also ignored option (c) which I alluded to above: Eliminate the POINTLESS magic (the piles of pointy cash that exists only to make the NPCs 'comparable', but which will be sold as soon as the players hit town), fix the aforementioned balance for the NPCs with stat adjustments, and make the magic that you do give out meaningful and appropriate. Which is, imho, the only real fix for 3E, as it makes magic uncommon while still allowing the game's balance to hold.</p><p></p><p>(And, of course, b is a total strawman since there is a HUGE range between limiting people to one or two items and eliminating christmas trees).</p><p></p><p>But more importantly, you ignored option (d): Rewrite the game to give us another, better option. </p><p></p><p>So if, as it appears, the 4E rules remove the above described 'balance' and consequently magic becomes more memorable, this is a Very Good Thing. IMHO, of course.</p><p></p><p>(For the record, there is also an option (e) for 3E. Houserule that the magic item creation rules as written do NOT actually make permanent items. They make items that are semi-permanent; items which, when exposed to Dispel Magic or Antimagic areas, can potentially lose their enchantment (And that truely permanent items are far rarer and thus more valueable - and cannot be crafted easily). Now you can create lots of semi-permanent +1 and +2 items (etc.) for their opponents to wield, and the players can make semi-permanent items for themselves as needed, while at the same time keeping 'true magic items' a rare treasure, memorable and worth finding. And you even get to add some extra tactical decisions to the game as they players have to consider whether they want to destroy their opponents magic items or not)</p><p></p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4124697, member: 58162"] I don't think that is being disputed. At least I"m not disputing it. In fact, that is the point. First: The 3E rules forced that bit of 'balance' on the game (unless you houseruled it away somehow). And the consequences of that decision had long-reaching effects throughout the game, ending up in magic losing its mystique and appeal and becoming mundane. But more importantly, speaking for myself anyway, the point is NOT the magic that the players wear. It is the magic that they find and DON'T wear. It is the magic that exists soley for the players to look at, discount as useless and sell. It is the hordes of +1 and +2 items your hypothetical 10th level character will pick up and discard as he looks for something better than the +4 (or whatever) he is already wielding. The consequence of this 'balance' in the 3E rules was an overall devaluing of magic items, which made the game 'less fun' for many of us. Of course, your post also ignored option (c) which I alluded to above: Eliminate the POINTLESS magic (the piles of pointy cash that exists only to make the NPCs 'comparable', but which will be sold as soon as the players hit town), fix the aforementioned balance for the NPCs with stat adjustments, and make the magic that you do give out meaningful and appropriate. Which is, imho, the only real fix for 3E, as it makes magic uncommon while still allowing the game's balance to hold. (And, of course, b is a total strawman since there is a HUGE range between limiting people to one or two items and eliminating christmas trees). But more importantly, you ignored option (d): Rewrite the game to give us another, better option. So if, as it appears, the 4E rules remove the above described 'balance' and consequently magic becomes more memorable, this is a Very Good Thing. IMHO, of course. (For the record, there is also an option (e) for 3E. Houserule that the magic item creation rules as written do NOT actually make permanent items. They make items that are semi-permanent; items which, when exposed to Dispel Magic or Antimagic areas, can potentially lose their enchantment (And that truely permanent items are far rarer and thus more valueable - and cannot be crafted easily). Now you can create lots of semi-permanent +1 and +2 items (etc.) for their opponents to wield, and the players can make semi-permanent items for themselves as needed, while at the same time keeping 'true magic items' a rare treasure, memorable and worth finding. And you even get to add some extra tactical decisions to the game as they players have to consider whether they want to destroy their opponents magic items or not) Carl [/QUOTE]
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