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<blockquote data-quote="RangerWickett" data-source="post: 3989767" data-attributes="member: 63"><p>You make them rarer by </p><p></p><p>a) raising the price, so that there aren't 4000 gp "gloves of being a little stronger," but rather a 36000 gp "belt of throwing really big stuff," and</p><p></p><p>b) making it not as useful to some character builds. Your weapons aren't treated as X sizes larger; you are just able to wield larger weapons. So if you have a magic dagger you like, well, the belt won't help you. If you want a huge honkin' Cloud-from-FF7 style sword, you can wield that, but it doesn't deal that much extra damage, and you'd be limited in where you can fight with it. The belt is more often useful for picking up and throwing things; and</p><p></p><p>c) having other magic item options that encourage different styles of fighting. Sure, Regdar might get that belt of giant strength so he can wield his huge greatsword, but Tordek wants to focus on taking punishment, rather than dealing it out -- the slow and steady approach; or</p><p></p><p>or d) which is rather unlikely, but my favorite: give PCs a limit to the number of magic items they can use at once. Like, at heroic level, only one magic item will work for you; three at paragon; and seven at epic.</p><p></p><p></p><p></p><p></p><p>Look, if the game designers want a 10th level warrior to have a +15 attack bonus, <em>just give him a +15 attack bonus!</em> Why do we <em>need</em> +x weapons? The game's rules are based on math, so it's not like you need to have them to make monsters hittable. You just change the monster's AC, or change the attack bonus of a given class, or something.</p><p></p><p>All +x items are are toys, to please the players. I'd rather the toys be powers of the character himself, rather than treasure, because treasure of this sort really frikkin' screws with the possibility for a believable economy in a fantasy setting.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 3989767, member: 63"] You make them rarer by a) raising the price, so that there aren't 4000 gp "gloves of being a little stronger," but rather a 36000 gp "belt of throwing really big stuff," and b) making it not as useful to some character builds. Your weapons aren't treated as X sizes larger; you are just able to wield larger weapons. So if you have a magic dagger you like, well, the belt won't help you. If you want a huge honkin' Cloud-from-FF7 style sword, you can wield that, but it doesn't deal that much extra damage, and you'd be limited in where you can fight with it. The belt is more often useful for picking up and throwing things; and c) having other magic item options that encourage different styles of fighting. Sure, Regdar might get that belt of giant strength so he can wield his huge greatsword, but Tordek wants to focus on taking punishment, rather than dealing it out -- the slow and steady approach; or or d) which is rather unlikely, but my favorite: give PCs a limit to the number of magic items they can use at once. Like, at heroic level, only one magic item will work for you; three at paragon; and seven at epic. Look, if the game designers want a 10th level warrior to have a +15 attack bonus, [i]just give him a +15 attack bonus![/i] Why do we [i]need[/i] +x weapons? The game's rules are based on math, so it's not like you need to have them to make monsters hittable. You just change the monster's AC, or change the attack bonus of a given class, or something. All +x items are are toys, to please the players. I'd rather the toys be powers of the character himself, rather than treasure, because treasure of this sort really frikkin' screws with the possibility for a believable economy in a fantasy setting. [/QUOTE]
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