Mordenkainens Magnificent Emporium saved by last minute adventurers?

As a point of order because I take pride in it, it's worth noting that "Fourthcore" as a term in the 4e community typically means something other than "pre-essentials", and it refers to the initiative to create scenarios that are challenging to the player, and not just the PC.
And while we're on the topic of fourthcore and rare items, the preeminent fourthcore blog Save Versus Death recently released a magic item PDF with some fantastic examples: the Fourthcore Armory.

Another good place to look if you want to make the item rarity system work is the Square Fireballs blog, which recently undertook a rebuild of the magic item list from nothing.
 

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I actually used one of the items from the Fourthcore Armory, albeit modified, with the Cloak of the Winter Witch. I kind of hope that Wizards looks at that. While mechanically I don't think many of them work well in a standard 4E campaign the inspiration and concept is there (which isn't there with Wizards stuff).
 

Yeah, the Fourthcore Armory has something of a "rare item = plot item" design to it in many cases (World-Rending Axe of Total Devastation, Horn of the Final Legion...). Square Fireballs takes more of your standard "magic item, only better" approach.
 

I am so psyched to see this back on the release schedule! For me, this is the one book that was missing from the Essentials line.

I like the new magic item rarity system a lot. First, because it allows me as DM to carefully meter the amount of potentially balance-killing magic that enters the game. Second, it also makes uncommon magic items more interesting and something to look forward to by reducing the average power level of the party's items. A flaming weapon becomes something exciting if you were currently using a plain old magic weapon. I think it lends itself well to our somewhat traditional-feel campaign.

So far I've been using the rarity rules as written, although I do allow the PCs to buy some uncommon items (mostly consumables like alchemical items and potions). In that case I carefully limit the available quantities so that the PCs can't become overwhelmingly powerful by using multiple elixirs (since daily magic item limits have been removed).

But we definitely do need more rare items, and that's what I'm really looking forward to in this book. I'm also hoping there will be some magic items that have a more complicated flavor than just a stat boost or combat bonus. Maybe more cursed items - I think I only saw one cursed item in the entire Adventurer's Vault (the Bonegrim Armor).
 

"For one thing, there is a depth of stupidity in iron armbands being uncommon (so cannot be obtained easily) while any essentials MBA spamming class can get common bracers of archery/bracers of mighty striking (which do the same thing, only on basic attacks)."

Very minor point: Bracers of Archery are actually uncommon (they have a daily power). Bracers of Mighty Striking, as you said, are common (no daily power).
 


Months ago I predicted this book (or a replacement) would reappear on the schedule pretty soon. I think the main thing that had to happen was WotC needed to take a long hard look at the whole nature of items.

I predict this book is a ground up rewrite and shares only incidental content with what was originally slated a while back. I'll further predict it is a total item reboot. They're simply going to clear the slate and state outright that this collection of items is designed to replace all previous items, though the old style items certainly will be around if you want to use them.

I'd point out additionally that AV1 is at this point pretty hard to even find anymore. Not sure about AV2 but I suspect neither of these books is going to be easy to find for much longer.

Personally I think the existing rarity system generally works well. The Bracers of Mighty Striking being common is stupid, and there are certainly various specific items that seem like they could be recategorized but it is a solid concept and you can do a LOT with it. Having a good set of items built with this system specifically in mind will be great.
 

With a bit of luck, we see the demise of the exotic weapons that are just bigger martial weapons...

with a bit of luck we get magic items that are magic items... (like those of ADnD)
Vorpal swords, that resemble vorpal swords, ogre gauntlets that are ogre gauntlets and such kind of things...

4e is so forgiving in that regard... as long as you keep some simple things in mind, when designing the items, there is not a lot you can do to actually break the game...
 

Just add some rules for chopping off limbs, for throwing big honking boulders, . . . what are some other nifty magic items? Dancing swords. Hammers that destroy terrain at will. Crossbows that shoot dogs.
 

Wow, the fourthcore stuff is nuts! Rare = plot device, and uncommon is pretty broken too.

That said I'm still keen on handing some of it out as loot - the flavour of some of it is just too good to pass up.
 

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