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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Voss" data-source="post: 4010612" data-attributes="member: 57593"><p>I don't really have any sense that magic, magic items or rings in D&D reflect anything but D&D. It certainly isn't a good mythology simulator. People can quote Tolkien as much as they like. It doesn't affect my perception of magic items in 4e D&D.</p><p></p><p></p><p>You also said that the magic weapon doesn't affect his stat block. Thats what I was responding to, because it doesn't make any sense to me.</p><p></p><p></p><p>It affects their acceptance and enjoyment of the game. That seems important to me.</p><p></p><p></p><p></p><p> It wasn't a disparagement. I was simply trying to illustrate that this particular set of rules (like the hp/healing rules Chris Sims was talking about) sounds less like an RPG and more like a different form of game. In particular, a board game, where, generally speaking, the rules are simplified. Take, for example, the D&D miniatures rules. I could run a viable RPG session based around those skirmish level wargame rules. I'd rather have a fleshed out RPG, however.</p><p></p><p></p><p>@pemerton- thanks for detailed explanation. I appreciate that. </p><p>Can't say I particularly like it though. It seems really off that an orc with a +2 axe would be exactly the same as an orc without a +2 axe. There's a level of risk vs. reward there that isn't really satisfying. Since the PCs are going to end up with the axe afterwards, I'd much rather they took the extra risks of the level 7 brute having a +12/+12 with the axe bonuses, to prove they are worthy of it in some fashion.</p></blockquote><p></p>
[QUOTE="Voss, post: 4010612, member: 57593"] I don't really have any sense that magic, magic items or rings in D&D reflect anything but D&D. It certainly isn't a good mythology simulator. People can quote Tolkien as much as they like. It doesn't affect my perception of magic items in 4e D&D. You also said that the magic weapon doesn't affect his stat block. Thats what I was responding to, because it doesn't make any sense to me. It affects their acceptance and enjoyment of the game. That seems important to me. It wasn't a disparagement. I was simply trying to illustrate that this particular set of rules (like the hp/healing rules Chris Sims was talking about) sounds less like an RPG and more like a different form of game. In particular, a board game, where, generally speaking, the rules are simplified. Take, for example, the D&D miniatures rules. I could run a viable RPG session based around those skirmish level wargame rules. I'd rather have a fleshed out RPG, however. @pemerton- thanks for detailed explanation. I appreciate that. Can't say I particularly like it though. It seems really off that an orc with a +2 axe would be exactly the same as an orc without a +2 axe. There's a level of risk vs. reward there that isn't really satisfying. Since the PCs are going to end up with the axe afterwards, I'd much rather they took the extra risks of the level 7 brute having a +12/+12 with the axe bonuses, to prove they are worthy of it in some fashion. [/QUOTE]
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