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Please un-NERF Magic Items in 5e
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<blockquote data-quote="Henry" data-source="post: 5791808" data-attributes="member: 158"><p>Nah, Infiniti's been around a while -- he just has a different idea on the old style of magic items, is all.</p><p></p><p></p><p></p><p>On the other hand, IMO the rarity system, if expanded on, could offer an answer between the DM who doesn't want such items at his table, and the one who does. Me, I had many good experiences with the genuine thrill that a game-bending magic item gave, as long as they were rare -- in the end, Over the past ten years I've had far more memorable stories to recall over a player using an awesome magic item than I have had with a character's particular power or special ability. My players have enjoyed retelling about the rogue with the magic dagger that transforms into a tattoo and back for concealed weaponry, or the one-shot item that gave someone the strength of a god for 1 minute, but was of no use to them ever again, or the Wand of Wonder cribbed from 1E that created an invisible marching band as a wall of force for 5 rounds, or the gem that was a phylactery for a powerful lich, BUT allowed the wizard to prepare 9 more levels of spells than normal? (Boy, there was a lot of in-party fighting on that one.)</p><p></p><p>And none of those belong in your game, if you want them -- and they'd be impossible for PCs to make, only find, with DM discretion.</p></blockquote><p></p>
[QUOTE="Henry, post: 5791808, member: 158"] Nah, Infiniti's been around a while -- he just has a different idea on the old style of magic items, is all. On the other hand, IMO the rarity system, if expanded on, could offer an answer between the DM who doesn't want such items at his table, and the one who does. Me, I had many good experiences with the genuine thrill that a game-bending magic item gave, as long as they were rare -- in the end, Over the past ten years I've had far more memorable stories to recall over a player using an awesome magic item than I have had with a character's particular power or special ability. My players have enjoyed retelling about the rogue with the magic dagger that transforms into a tattoo and back for concealed weaponry, or the one-shot item that gave someone the strength of a god for 1 minute, but was of no use to them ever again, or the Wand of Wonder cribbed from 1E that created an invisible marching band as a wall of force for 5 rounds, or the gem that was a phylactery for a powerful lich, BUT allowed the wizard to prepare 9 more levels of spells than normal? (Boy, there was a lot of in-party fighting on that one.) And none of those belong in your game, if you want them -- and they'd be impossible for PCs to make, only find, with DM discretion. [/QUOTE]
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Please un-NERF Magic Items in 5e
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