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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="pemerton" data-source="post: 4011857" data-attributes="member: 42582"><p>They've done that. The relevant sort of dependence was "dependence, for mathematical viability at a given level, on a plethora of items". Now it is dependence upon 3, mutually independent, items. As others have noted, the task of taking out these items is mathematically trivial.</p><p></p><p></p><p>There's actually a lot of reason to think this won't be the case, and that NPCs will be handled very differently from PCs: see post <a href="http://www.enworld.org/showpost.php?p=4010602&postcount=223" target="_blank">#223</a> above.</p><p></p><p></p><p>No worries.</p><p></p><p>Exactly the same <em>as an Orc of the same level</em>. It can always go the other way as well: an NPC picks up a +2 axe and therefore becomes a higher-level opponent.</p><p></p><p>I think I see what you're saying here: loot in effect becomes an alternative to XP, in that in some cases it is the loot that is the reward for a more challenging encounter. My sense of the logic of the 4e system here is that the PCs get the same XP whether or not there is loot at the end of the fight (because the challenge was of the same degree of difficulty) and that the rewarding of loot will not (as you suggest) be regulated as an alternative to XP, but rather will be capped in a different fashion: no weapons better than +X for characters of level Y (see post <a href="http://www.enworld.org/showpost.php?p=4010567&postcount=216" target="_blank">#216</a> above).</p><p></p><p>As I said in that earlier post, we're still waiting to learn what techniques will be used to achieve this capping. It may just be GM loot placement, but given what they've done with rings I suspect there will be some other device used also.</p><p></p><p></p><p>They're doing one better than that. Every item will have a level, which indicates what level of character it is appropriate for.</p><p></p><p></p><p>Given that we don't know what rings do, and we don't know how the game handles the transition between tiers either at the metagame or ingame level, I think it's too early to judge this.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4011857, member: 42582"] They've done that. The relevant sort of dependence was "dependence, for mathematical viability at a given level, on a plethora of items". Now it is dependence upon 3, mutually independent, items. As others have noted, the task of taking out these items is mathematically trivial. There's actually a lot of reason to think this won't be the case, and that NPCs will be handled very differently from PCs: see post [url=http://www.enworld.org/showpost.php?p=4010602&postcount=223]#223[/url] above. No worries. Exactly the same [i]as an Orc of the same level[/i]. It can always go the other way as well: an NPC picks up a +2 axe and therefore becomes a higher-level opponent. I think I see what you're saying here: loot in effect becomes an alternative to XP, in that in some cases it is the loot that is the reward for a more challenging encounter. My sense of the logic of the 4e system here is that the PCs get the same XP whether or not there is loot at the end of the fight (because the challenge was of the same degree of difficulty) and that the rewarding of loot will not (as you suggest) be regulated as an alternative to XP, but rather will be capped in a different fashion: no weapons better than +X for characters of level Y (see post [url=http://www.enworld.org/showpost.php?p=4010567&postcount=216]#216[/url] above). As I said in that earlier post, we're still waiting to learn what techniques will be used to achieve this capping. It may just be GM loot placement, but given what they've done with rings I suspect there will be some other device used also. They're doing one better than that. Every item will have a level, which indicates what level of character it is appropriate for. Given that we don't know what rings do, and we don't know how the game handles the transition between tiers either at the metagame or ingame level, I think it's too early to judge this. [/QUOTE]
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