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<blockquote data-quote="billd91" data-source="post: 5698355" data-attributes="member: 3400"><p>I think Monte Cook knows the evolution of the magic item economy pretty well. He was a part of it and, I think, he's in a pretty good position to recognize whether the assumptions and expectations built into 3e ended up being borne out in how the game actually played.</p><p></p><p>I agree that giving a +5 holy avenger to a 5th level character is of great significance. But rather than building up a structure of expectations like the Wealth By Level tables and magic item prices, I think I'd rather see the game move in the direction of instructing DMs in how to cope with power-increasing magic items or lack thereof rather than denying them until the highest character levels.</p><p></p><p>I would also like to see the default nature of the magic item economy changed. It's all well and good for some campaigns to have the buying and selling of any and all magic items, but players often do come to look at the exercise as a question of power up buying rather than building an interesting set of items. Items that are priced highly but are of intermittent use almost immediately get sold in favor of items that provide a more constant effect. The magic item economy coupled with the power up strategy, based on easy magic item selection or creation, is the single most problematic element of 3e, in my opinion.</p></blockquote><p></p>
[QUOTE="billd91, post: 5698355, member: 3400"] I think Monte Cook knows the evolution of the magic item economy pretty well. He was a part of it and, I think, he's in a pretty good position to recognize whether the assumptions and expectations built into 3e ended up being borne out in how the game actually played. I agree that giving a +5 holy avenger to a 5th level character is of great significance. But rather than building up a structure of expectations like the Wealth By Level tables and magic item prices, I think I'd rather see the game move in the direction of instructing DMs in how to cope with power-increasing magic items or lack thereof rather than denying them until the highest character levels. I would also like to see the default nature of the magic item economy changed. It's all well and good for some campaigns to have the buying and selling of any and all magic items, but players often do come to look at the exercise as a question of power up buying rather than building an interesting set of items. Items that are priced highly but are of intermittent use almost immediately get sold in favor of items that provide a more constant effect. The magic item economy coupled with the power up strategy, based on easy magic item selection or creation, is the single most problematic element of 3e, in my opinion. [/QUOTE]
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