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Oct playtest magic items are legend---wait for it--ary!
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6028969" data-attributes="member: 5868"><p>I certainly like the focus on flavor and variety, which looks fun.</p><p></p><p>But the rarity tables are way out of whack. If magic items are supposed to be rare, 50% of Easy encounters should not include finding a common (or better) magic item -- it should scale both by level and difficulty.</p><p></p><p>If we assume the old 3E rule of 13-15 encounters per level, that's 6-7 magic items gained per level, minimum -- actually more when you take into account that those 13-15 encounters are probably a mix of easy, moderate, and tough encounters.</p><p></p><p>They'll need to tone the rarity down in actual play, I think, to make the assumed magic item economy (hard to buy or sell, unique quest to find a buyer, etc) work.</p><p></p><p>Edit: Also, YAY! POTION MISCIBILITY!</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6028969, member: 5868"] I certainly like the focus on flavor and variety, which looks fun. But the rarity tables are way out of whack. If magic items are supposed to be rare, 50% of Easy encounters should not include finding a common (or better) magic item -- it should scale both by level and difficulty. If we assume the old 3E rule of 13-15 encounters per level, that's 6-7 magic items gained per level, minimum -- actually more when you take into account that those 13-15 encounters are probably a mix of easy, moderate, and tough encounters. They'll need to tone the rarity down in actual play, I think, to make the assumed magic item economy (hard to buy or sell, unique quest to find a buyer, etc) work. Edit: Also, YAY! POTION MISCIBILITY! [/QUOTE]
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Oct playtest magic items are legend---wait for it--ary!
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