New article Design and Development Article on Magic Item Slots

I have to say that this is disappointing. However like my sig suggests we'll have to see the system in play. I have to say that the "Charlie Brown Christmas tree effect" was misleading.

From what it looks like the upgrade magic race isn't dead...guess we'll see this in 5th ed.
 

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When you play a 3e module and nearly every NPC you fight has at least a +1 weapon, even the guards, it breaks my suspension of disbelief. It takes the wonder away from magic. It reminds me of the tale of adventurers paying for things with +1 swords because they had collected so many.

Actually, this does bring up a good point. We know PCs are going to be balanced with an assumed set of magical gear (of 3 items). Are we sure its fair to assume NPCs are balanced in the same way? If so, this is a somewhat valid point. I'm not overly fond myself of enemies needing to have magical gear to compete with PCs.

But if not, this could be a very nice solution indeed. If PCs can engage in appropriate encounters with enemies who do not need to have PC-level-equivalent magical gear to be effective, it would really open up options for the DM in terms of how much, or little, magical gear PCs run across.

Hopefully, its the latter <crossing fingers>
 

Sir Brennen said:
Why? What do you think these rings do that makes them qualified for lower level characters? Seems to me they've got all the bases covered between all the other slots and wondrous items. What will rings do that other items can't and must be available at heroic levels? What is the basis of your assertation that having them at lower level will make them more fun?

Why is the assumption "the design team made rings unavailable until 11th level... just because"? Given how hard they've worked to make races and monsters and cosmology work both mechanically and story-wise, why assume this restriction is made arbitrarily?

I for one would love it if 4E rings were now all on the scale of Rings of Elemental Command or Three Wishes, and therefore geared towards higher level play. I want them to be something special, not just another slot that can have the same bonuses or abilities I could have on some other item anyway. Just take your +10 Jumping bonus and stick it up your boot. :p

Magic items should be classified by function. No matter what form they come in. Its not about what a ring does. Its about how you can't have a gradient of rings. Why not a neaklace of 3 wishes? or elemental comand? Or a ring that operates like a potion? Or a potion that operates like a constant item. Its the limitation of the form that irks me, not the mechanics of the effect. The effect of not being able to access a magic item until a certain level is awesome. I like it. But limiting that to a ring? Please, I want to be able to use it on hats, boots, belts, swords, etc.
 


Mourn said:
It's no different than having to wait until level 15 or so get a vorpal weapon, except that they're being more direct with expected item-usage at particular levels, instead of leaving it up to the vagaries of "can you afford to buy it?"

Actually, the 'or so' makes it different.

But really, a Ring of 'Trivial Toughness' (+2 hp) or a Ring of You Gain Proficiency with Clubs is totally Verboten? Or more realistically, a once per day cantrip like effect (detect magic, 1/day), or even just other, reasonable low level effects? Thats just insane.
 

Hussar said:
Rechan, take a look at high level 3e modules. You will find them literally SWIMMING in magic items. Not as badly as 1e modules, true, but, certainly not exactly magic light.[
You seem to have missed where I said this:

When you play a 3e module and nearly every NPC you fight has at least a +1 weapon, even the guards, it breaks my suspension of disbelief. It takes the wonder away from magic. It reminds me of the tale of adventurers paying for things with +1 swords because they had collected so many.
Yes, Hussar. I'm acutely aware that 3e adventures are swimming in magical items. I run 3e games.

I thought that 4e would correct the problem, by what the designers said. And by any implication of this article, it isn't.

So my problem is that I feel that the designers let me down.
 
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I have a question... Sorry if its already been asked here but could you make magic items that would not need to be worked into the math? I mean you would have to make it so NO magic items gave bonuses to AC, saves, and/or attack right? So what kind of weapons and armor would you have?
 

So I predict (or did I glean it from somewhere) that Cloaks/Necklaces will now be +X of some Y. You probably will need at least a +1 Cloak/Neckthingy to put the next ability onto it. Just like weapons and armor of 3.x.

Possible cloak abilities.
+1 abilities:
Absorbtion
Adamantine
Balancing
Climbing
Effegies
Flatulence
Greatness
the Hothead
etc.
+2 abilities:
and so on...
 

Voss said:
Actually, the 'or so' makes it different.

But really, a Ring of 'Trivial Toughness' (+2 hp) or a Ring of You Gain Proficiency with Clubs is totally Verboten? Or more realistically, a once per day cantrip like effect (detect magic, 1/day), or even just other, reasonable low level effects? Thats just insane.

You've got 5 other magic item slots for your trivial magic items. Why can't we have one slot that is for a guaranteed awesome item? Why do all slots have to be fillable with trivial crap? Why can't you have Bracers of Hitting Dudes With A Club instead of a ring? Why can't you have a Belt of Trivial Toughness instead of a ring? Why does it have to be a ring?
 

Rechan said:
Yes, Hussar. I'm acutely aware that 3e adventures are swimming in magical items. I run 3e games.

I thought that 4e would correct the problem, by what the designers said. And by any implication of this article, it isn't.

So my problem is that I feel that the designers let me down.

I think you're looking at it wrong. It seems like you're assuming that NPCs will come laden with magic items, like they did in 3e (since they were built with PC rules). Since NPCs will be using the same rules as monster, and monsters aren't designed to be using magic items (except as part of their shtick, like a death knight), then it would be safe to assume that NPCs will be balanced without magic items, so you won't be looting a +1 sword from every town guard you kill.
 

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