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Oct playtest magic items are legend---wait for it--ary!
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<blockquote data-quote="FireLance" data-source="post: 6029139" data-attributes="member: 3424"><p>Well, technically, if you read the fine print, THE Belt of Storm Giant Strength is an artifact, which means that only one of it is supposed to exist in your campaign. Even Belts of Fire Giant Strength (25) and Cloud Giant Strength (27) are supposed to be legendary and possibly unique.</p><p></p><p>Belts of Hill Giant Strength (Rare, Str 21) effectively grant a Strength modifier equal to the normal mortal maximum, and Belts of Stone Giant Strength or Frost Giant Strength (Very Rare, Str 23) allow you to exceed the normal limit by one point. </p><p></p><p>Of course, a DM is free to ignore the rarity rules and flood his campaign with multiple Belts of Storm Giant Strength, but a DM is <em>also</em> free to never introduce any of the giant strength belts into his campaign because he thinks they would unbalance it. </p><p></p><p>It seems to me that these are a number of ways to approach this:</p><p></p><p>1. Have magic items of only moderate power, so that the DM can give the PCs any items the players want without worrying that they are going to unbalance his game; or</p><p></p><p>2. Have magic items of great power, but leave it to the DM to decide how to manage this, possibly by: (a) giving the PCs whatever items the players want, and run the risk of unbalancing his game; (b) keeping the players ignorant of certain magic items so that they do not ask him for them; or (c) managing the players' expectations so that they understand that even though they may want their PCs to have certain items, the DM may or may not give them the chance to obtain them.</p></blockquote><p></p>
[QUOTE="FireLance, post: 6029139, member: 3424"] Well, technically, if you read the fine print, THE Belt of Storm Giant Strength is an artifact, which means that only one of it is supposed to exist in your campaign. Even Belts of Fire Giant Strength (25) and Cloud Giant Strength (27) are supposed to be legendary and possibly unique. Belts of Hill Giant Strength (Rare, Str 21) effectively grant a Strength modifier equal to the normal mortal maximum, and Belts of Stone Giant Strength or Frost Giant Strength (Very Rare, Str 23) allow you to exceed the normal limit by one point. Of course, a DM is free to ignore the rarity rules and flood his campaign with multiple Belts of Storm Giant Strength, but a DM is [I]also[/I] free to never introduce any of the giant strength belts into his campaign because he thinks they would unbalance it. It seems to me that these are a number of ways to approach this: 1. Have magic items of only moderate power, so that the DM can give the PCs any items the players want without worrying that they are going to unbalance his game; or 2. Have magic items of great power, but leave it to the DM to decide how to manage this, possibly by: (a) giving the PCs whatever items the players want, and run the risk of unbalancing his game; (b) keeping the players ignorant of certain magic items so that they do not ask him for them; or (c) managing the players' expectations so that they understand that even though they may want their PCs to have certain items, the DM may or may not give them the chance to obtain them. [/QUOTE]
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