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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5579787" data-attributes="member: 82106"><p>It was an unfair gift to the Essentials classes that run on MBAs since every one of them will have a set crafted for them if they have any wits at all.</p><p></p><p>I still think the fact that no other arms slot item will ever show up in the hands of those characters is the real downside though.</p><p></p><p></p><p></p><p>No, it is a problem that one arms slot item is so much universally better. Nobody is ever going to balance all items against each other, and the one that is ALWAYS useful and provides a fairly valuable bonus will simply be the preferred choice 99% of the time. You can twiddle the values of different items as much as you want, it won't fix the problem. Take a more situational item, double or triple the effectiveness of its power or property, it will STILL not compete with the generic always available and always useful damage bonus.</p><p></p><p>As far as items being easier or harder to make, well, there's no objective reason to suppose that item crafting works that way in-game. Thus we're left with only a meta-game reason for it. That's OK, but all it does is explain why item X is not common. The fact that it isn't common is what fixes things because it takes the right to simply make the item and gives the DM some say.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5579787, member: 82106"] It was an unfair gift to the Essentials classes that run on MBAs since every one of them will have a set crafted for them if they have any wits at all. I still think the fact that no other arms slot item will ever show up in the hands of those characters is the real downside though. No, it is a problem that one arms slot item is so much universally better. Nobody is ever going to balance all items against each other, and the one that is ALWAYS useful and provides a fairly valuable bonus will simply be the preferred choice 99% of the time. You can twiddle the values of different items as much as you want, it won't fix the problem. Take a more situational item, double or triple the effectiveness of its power or property, it will STILL not compete with the generic always available and always useful damage bonus. As far as items being easier or harder to make, well, there's no objective reason to suppose that item crafting works that way in-game. Thus we're left with only a meta-game reason for it. That's OK, but all it does is explain why item X is not common. The fact that it isn't common is what fixes things because it takes the right to simply make the item and gives the DM some say. [/QUOTE]
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Mordenkainens Magnificent Emporium saved by last minute adventurers?
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