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Oct playtest magic items are legend---wait for it--ary!
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<blockquote data-quote="Falling Icicle" data-source="post: 6029062" data-attributes="member: 17077"><p>I'm really happy with the direction they're taking magic items. I particularly like:</p><p></p><p>* Magic items no longer cost more gold than the GDP of an entire kingdom. Even 10,000 gp is an <em>astounding</em> amount of money, a king's ransom. I much prefer that to items that cost hundreds of thousands or even millions of gp, as in past editions.</p><p></p><p>* Magic items no longer grow on trees. Even +1 and +2 weapons and armor are rare, precious and awesome.</p><p></p><p>* Attunment. I've wanted to see this rule for a long time. It puts a sensible limit on how many staffs, etc. a character can have at his disposal at a time, and it makes sense that many items have to be bonded to their owner before they can be used at full power. Very cool.</p><p></p><p>* Staffs and wands recharge each day. Thank the gods, I hated these items when they were basically just 50 scrolls in the form of a stick. I don't like the rule that they can burn out when they run out of charges, but that's easy enough to ignore.</p><p></p><p>There are a couple things that concern me, though, but they're minor compared to things I like:</p><p></p><p>* No implements. Why don't staffs and wands add to spell attack/damage? This seems like a no brainer to me, and was one of the things I really liked about 4e.</p><p></p><p>*Consumable Items are on the same price/rarity scale as permanent items. A potion or scroll I can use one time can cost the same as a staff or magic weapon? Bwuh?</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6029062, member: 17077"] I'm really happy with the direction they're taking magic items. I particularly like: * Magic items no longer cost more gold than the GDP of an entire kingdom. Even 10,000 gp is an [i]astounding[/i] amount of money, a king's ransom. I much prefer that to items that cost hundreds of thousands or even millions of gp, as in past editions. * Magic items no longer grow on trees. Even +1 and +2 weapons and armor are rare, precious and awesome. * Attunment. I've wanted to see this rule for a long time. It puts a sensible limit on how many staffs, etc. a character can have at his disposal at a time, and it makes sense that many items have to be bonded to their owner before they can be used at full power. Very cool. * Staffs and wands recharge each day. Thank the gods, I hated these items when they were basically just 50 scrolls in the form of a stick. I don't like the rule that they can burn out when they run out of charges, but that's easy enough to ignore. There are a couple things that concern me, though, but they're minor compared to things I like: * No implements. Why don't staffs and wands add to spell attack/damage? This seems like a no brainer to me, and was one of the things I really liked about 4e. *Consumable Items are on the same price/rarity scale as permanent items. A potion or scroll I can use one time can cost the same as a staff or magic weapon? Bwuh? [/QUOTE]
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