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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Thundershield" data-source="post: 4012081" data-attributes="member: 55219"><p>What I see in this thread is people defending one playstyle and others complaining about it breaking with their playstyle. But it's not really about playstyle. It's about playability.</p><p></p><p>When they said they wanted to get rid of the Christmas Tree Effect (CTE), they meant that they wanted to cut away all the "necessary" items. Items that the system expected you to have, and to such a degree that a person without these items could not function properly (particularly as soon as you hit mid- to high-level play). They didn't promise to remove magic items entirely from the game or make them rarely-seen wonders, because that would only cater to such a playstyle and even get in the way of other playstyles.</p><p></p><p>Instead they wanted to make it simpler for players, and by reducing the number of item slots, they have done so. They wanted to reduce the way stacking magic items could be abused, and by differentiating between primary and secondary slots, they've done so as well.</p><p></p><p>Really, when it comes down to it, don't ask yourself if this is what you want it to be, because the answer will likely not be satisfying. They can't make a system that takes everybody's playstyle into consideration. Some like lots of magic, and others like little or no magic. No, rather ask yourself if you can create your game and use your playstyle with this system.</p><p></p><p>Can you drown players in magic items and still keep the game fairly balanced? Considering the 9 items slots and the way things don't stack, easily! Can you reduce the amount of magic or eliminate it entirely? Considering you can easily see what boni the magic items would give a character, simply transfer these to inherent abilities of the characters and you can ditch the magic items entirely. Granted, some things can't quite be translated (<em>flying carpet</em> translates to, uh, large ears?), but that's what flavors that game, then.</p><p></p><p>Really, ask yourself if you can play the game you love with this system. It's playability that counts. Whatever the system implies is for newbies to rely on, and veterans such as us can then modify it (and much more easily in 4E it would seem) to fit whatever campaign we wanna play.</p></blockquote><p></p>
[QUOTE="Thundershield, post: 4012081, member: 55219"] What I see in this thread is people defending one playstyle and others complaining about it breaking with their playstyle. But it's not really about playstyle. It's about playability. When they said they wanted to get rid of the Christmas Tree Effect (CTE), they meant that they wanted to cut away all the "necessary" items. Items that the system expected you to have, and to such a degree that a person without these items could not function properly (particularly as soon as you hit mid- to high-level play). They didn't promise to remove magic items entirely from the game or make them rarely-seen wonders, because that would only cater to such a playstyle and even get in the way of other playstyles. Instead they wanted to make it simpler for players, and by reducing the number of item slots, they have done so. They wanted to reduce the way stacking magic items could be abused, and by differentiating between primary and secondary slots, they've done so as well. Really, when it comes down to it, don't ask yourself if this is what you want it to be, because the answer will likely not be satisfying. They can't make a system that takes everybody's playstyle into consideration. Some like lots of magic, and others like little or no magic. No, rather ask yourself if you can create your game and use your playstyle with this system. Can you drown players in magic items and still keep the game fairly balanced? Considering the 9 items slots and the way things don't stack, easily! Can you reduce the amount of magic or eliminate it entirely? Considering you can easily see what boni the magic items would give a character, simply transfer these to inherent abilities of the characters and you can ditch the magic items entirely. Granted, some things can't quite be translated ([I]flying carpet[/I] translates to, uh, large ears?), but that's what flavors that game, then. Really, ask yourself if you can play the game you love with this system. It's playability that counts. Whatever the system implies is for newbies to rely on, and veterans such as us can then modify it (and much more easily in 4E it would seem) to fit whatever campaign we wanna play. [/QUOTE]
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