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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Magics Items in 4E
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<blockquote data-quote="Irda Ranger" data-source="post: 3866552" data-attributes="member: 1003"><p>I'm with you. Luckily, so are the designers.</p><p></p><p>The whole point of Martial "powers" and giving Wizards and Warlocks and "eldritch blast" which is similarly as effective as a normal melee attack, and making +6 Wands to match +6 Swords, is to make Martial characters and Arcane character equally effective at any given arbitrarily decided amount of magical item equippage.</p><p></p><p>The theory is that a Fighter and Wizard of the same level will be equally effective, whether they both have 100 gp of equipment or 10,00,000 gp of equipment. (not that you can buy and sell magical items in 4E as easily, from what I hear, but you know what I mean) And the cool thing is, that's supposed to be true at both 1st level (when Fighters had the out-right advantage in every previous edition) and at 20th level (when it was the opposite).</p><p></p><p>Whether they'll actually achieve such nirvannic character balance remains to be seen, but everything I've heard to date suggests this is what they're aiming for.</p><p></p><p></p><p>...</p><p></p><p>As for the OP's point, I want 4E to fix items too, but I'm not sure 100% how.</p><p></p><p>On the one hand, I do NOT like how 3E handles things. I want it <em>waaaaay </em>scaled back. I want magical items to evoke that sense of wonder again, and not be Yet Another Magic Sword. For that to happen, they need to be rare.</p><p></p><p>But the system has to support that. Monsters have to be tough and worthy opponents without magical equipment. Monsters have to be vulnerable to attack without the PC's needing the sword golf bag. There has to be a way to make magical items, but it can't be too easy. It can not be in any way connected to gold piece wealth, since divesting material wealth from character effectiveness is one of my key requirements for a good RPG.</p><p></p><p>It's a hard balance to strike, and I do not envy the designers their job on this one.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 3866552, member: 1003"] I'm with you. Luckily, so are the designers. The whole point of Martial "powers" and giving Wizards and Warlocks and "eldritch blast" which is similarly as effective as a normal melee attack, and making +6 Wands to match +6 Swords, is to make Martial characters and Arcane character equally effective at any given arbitrarily decided amount of magical item equippage. The theory is that a Fighter and Wizard of the same level will be equally effective, whether they both have 100 gp of equipment or 10,00,000 gp of equipment. (not that you can buy and sell magical items in 4E as easily, from what I hear, but you know what I mean) And the cool thing is, that's supposed to be true at both 1st level (when Fighters had the out-right advantage in every previous edition) and at 20th level (when it was the opposite). Whether they'll actually achieve such nirvannic character balance remains to be seen, but everything I've heard to date suggests this is what they're aiming for. ... As for the OP's point, I want 4E to fix items too, but I'm not sure 100% how. On the one hand, I do NOT like how 3E handles things. I want it [I]waaaaay [/I]scaled back. I want magical items to evoke that sense of wonder again, and not be Yet Another Magic Sword. For that to happen, they need to be rare. But the system has to support that. Monsters have to be tough and worthy opponents without magical equipment. Monsters have to be vulnerable to attack without the PC's needing the sword golf bag. There has to be a way to make magical items, but it can't be too easy. It can not be in any way connected to gold piece wealth, since divesting material wealth from character effectiveness is one of my key requirements for a good RPG. It's a hard balance to strike, and I do not envy the designers their job on this one. [/QUOTE]
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