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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="GlassJaw" data-source="post: 4017016" data-attributes="member: 22103"><p>Another thought on the topic of item creation...</p><p></p><p>Overall, I feel that the arms race/numbers bloat problem isn't caused by item creation itself but the "static plus"/Big 6 items, and specifically, allowing the players to cherry-pick and create these items for themselves.</p><p></p><p>As Wulf pointed out, players (and humans in general) are always going to choose the easiest path to power. The Big 6 are by far the clear choice.</p><p></p><p>Removing item creation is certainly a step in the right direction but if you run a campaign of "standard" modules or an Adventure Path, you are still going to have to deal with these items.</p><p></p><p>I'd rather have a system in which players can create items themselves (but perhaps not as money-based as the 3ed system) but items that exist to solely provide a "plus" be toned down or removed entirely.</p><p></p><p>To implement this, however, the system would have to be created with this in mind from the ground up. For example, how would 3ed play, especially using published "standard" modules if you suddenly removed all static plus items on both sides - players and the monsters/NPC's?</p><p></p><p>I think it would work, but most likely not without some extra effort on the DM's part. Regardless, I think it would make for a really cool play experience...</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 4017016, member: 22103"] Another thought on the topic of item creation... Overall, I feel that the arms race/numbers bloat problem isn't caused by item creation itself but the "static plus"/Big 6 items, and specifically, allowing the players to cherry-pick and create these items for themselves. As Wulf pointed out, players (and humans in general) are always going to choose the easiest path to power. The Big 6 are by far the clear choice. Removing item creation is certainly a step in the right direction but if you run a campaign of "standard" modules or an Adventure Path, you are still going to have to deal with these items. I'd rather have a system in which players can create items themselves (but perhaps not as money-based as the 3ed system) but items that exist to solely provide a "plus" be toned down or removed entirely. To implement this, however, the system would have to be created with this in mind from the ground up. For example, how would 3ed play, especially using published "standard" modules if you suddenly removed all static plus items on both sides - players and the monsters/NPC's? I think it would work, but most likely not without some extra effort on the DM's part. Regardless, I think it would make for a really cool play experience... [/QUOTE]
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