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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Bishmon" data-source="post: 4010614" data-attributes="member: 56176"><p>To be clear, since I'm gonna get some sleep, my beef is with the number of magic items still being worn by characters. Like I've said, I think it's ridiculous for characters to suit up with magic items like they're sports gear. I've read a couple of 'solutions' for this:</p><p></p><p>-Only a couple slots are 'necessary', therefore you can just not equip stuff in the other slots. I've addressed partly why I think is rubbish. There's also the obvious encounter balance problems involved with cutting a character's magic items.</p><p></p><p>-As a DM, don't give out as many magic items. Unless I <em>significantly</em> reduce the number of magic items, or limit the types of magic items given out ("We found another pair of magic gloves? That's the tenth pair this dungeon!"), characters are still eventually going to fill their available slots with magic items. Those items will probably be crappier than a by-the-book character because of the lack of selection, but they'll still be wearing 10 magic items. That doesn't solve my beef, and creates encounter balance problems to boot! Not my ideal solution.</p><p></p><p>And the thing is, I don't want to run a low-magic game. Far from it. I just think it's absurd that characters would wear 10 magic items. And the designers seemed to agree with me with their talk of reducing the Christmas Tree effect. In my opinion, they didn't do a thing to address that. Instead, they've just given characters more viable options with which to decorate their heroes with. Instead of characters picking seven standard items and three optional ones, they'll now be picking three standard items and seven optional ones. That's great, it solves one problem, but it doesn't solve the problem I was hoping they were going to solve.</p></blockquote><p></p>
[QUOTE="Bishmon, post: 4010614, member: 56176"] To be clear, since I'm gonna get some sleep, my beef is with the number of magic items still being worn by characters. Like I've said, I think it's ridiculous for characters to suit up with magic items like they're sports gear. I've read a couple of 'solutions' for this: -Only a couple slots are 'necessary', therefore you can just not equip stuff in the other slots. I've addressed partly why I think is rubbish. There's also the obvious encounter balance problems involved with cutting a character's magic items. -As a DM, don't give out as many magic items. Unless I [i]significantly[/i] reduce the number of magic items, or limit the types of magic items given out ("We found another pair of magic gloves? That's the tenth pair this dungeon!"), characters are still eventually going to fill their available slots with magic items. Those items will probably be crappier than a by-the-book character because of the lack of selection, but they'll still be wearing 10 magic items. That doesn't solve my beef, and creates encounter balance problems to boot! Not my ideal solution. And the thing is, I don't want to run a low-magic game. Far from it. I just think it's absurd that characters would wear 10 magic items. And the designers seemed to agree with me with their talk of reducing the Christmas Tree effect. In my opinion, they didn't do a thing to address that. Instead, they've just given characters more viable options with which to decorate their heroes with. Instead of characters picking seven standard items and three optional ones, they'll now be picking three standard items and seven optional ones. That's great, it solves one problem, but it doesn't solve the problem I was hoping they were going to solve. [/QUOTE]
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