Maxperson
Morkus from Orkus
Magic lassos?So you have a clash between game expectations of wild-west loop dropping
Magic lassos?So you have a clash between game expectations of wild-west loop dropping
As a serious answer, I do just that. I randomly roll about half the magic items and select the other half myself with what I think one or more PCs might like that also fits the fiction.What I think a majority of players are seeking is a comfortable synthesis between the two, where you keep the excitement of random loot drops, but characters can still utilize those drops to eventually outfit their character according to their vision. ARPGs like Diablo and Path of Exile excel at this approach, but D&D just kind of nibbles at the edges with magic item crafting rules in a DM-focused addendum, rather than a robust player-facing toolkit for turning unwanted loot into wanted powerups.
Unless you meant that the patch is removable, and so you can take it off the greataxe and stick it on your dagger? If that is the case, then it solves the versatility issue. Whether it’s a nice enough flavor of magic for a fantasy setting, I don’t know.
There could be other similar variants of this solution too, e.g., magic comes from a gem on the hilt of a weapon. You can pay a blacksmith to scavenge the gem from a weapon and install it on a new one, and that costs less than enchanting from scratch. So it’s not as pedestrian as a sticker, and carries inertia, but still achieves the transferability goal.
because i don't think it was their intention that all martials would forever be doing half weapon damage against a notable percentage of higher level monsters?Why do you say that the designers assume that such resistances will just be bypassed in one way or another? There's no point in giving a monster a resistance at all if you're going to assume that it does nothing.
It's not their intention that they forever do half damage. Nor is it their intention that they never do half damage. Nor is it their intention that they do half damage half the time. They have no intention in this regard.because i don't think it was their intention that all martials would forever be doing half weapon damage against a notable percentage of higher level monsters?
I go a little further; I drop a ton of consumables and weaker attunement items (enough so that 3 attunement slots is a real limitation). Then, as the game progresses, the players find NPCs/boons/special locations that will let them gain stronger items, but usually at the cost of several of their weaker items. The overall scope of the actual item is driven by the player, but there's a fair amount of randomness around the edges, depending on the items used.As a serious answer, I do just that. I randomly roll about half the magic items and select the other half myself with what I think one or more PCs might like that also fits the fiction.
Most of the weapons are longswords, which is fine if you use that, and disappointing if you don’t…
But weapons are set in stone (well, in metal).
There is a dichotomy there… either armor should be fitted (and too bad if you ain’t a dwarf on the taller side, or a chubby human, or whatever, because that armor ain’t fitting you!)
That is fine in the abstract but does not necessarily make sense nor solve the deeper issue…
The proposal is similar to tomes and manuals which are consumable and grant +2 to a stat.
It's worth noting that in video games you tend to get a lot of dropped loot - it's okay if only 1/20 dropped weapons matches your subclass, since you'll be getting 100+ weapon drops by the time yo reach endgame. A 1/1000 chance of getting the exact weapon you want is just more play time.Sure, but this is a case where the game is following the audience. Players want their martial types to specialize in a weapon, because most martial exemplars in fictional inspirations also utilize a chosen weapon. And 5e, at its core, is about enabling player vision for their characters.
So you have a clash between game expectations of wild-west loop dropping, where you have a lot of randomized drops a la Diablo or roguelikes, and players are expected to adapt to the dropped items, and the curated character expression of bog-standard 5e.
What I think a majority of players are seeking is a comfortable synthesis between the two, where you keep the excitement of random loot drops, but characters can still utilize those drops to eventually outfit their character according to their vision. ARPGs like Diablo and Path of Exile excel at this approach, but D&D just kind of nibbles at the edges with magic item crafting rules in a DM-focused addendum, rather than a robust player-facing toolkit for turning unwanted loot into wanted powerups.
I don't really care why it is the way it is.Sure, but this is a case where the game is following the audience.

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