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*Pathfinder & Starfinder
Rare Magical Item Preview - Holy Avenger
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<blockquote data-quote="fuzzlewump" data-source="post: 5352817" data-attributes="member: 63214"><p>I disagree that it fits what Mike Mearls said perfectly. I cut his article into portions I think contradict your statements, and bolded particularly interesting points.</p><p></p><p><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20100824" target="_blank">Dungeons & Dragons Roleplaying Game Official Home Page - Article (Magic Item Rarity)</a></p><p>So first they get feedback that high level items feel a little flat. Then they republish a high level magical item as a rare item. Next, in looking at the feedback they decide to <em>add</em> a broader variety of magical item. There is nothing added here but a label of "Rare" from the PHB. Rare items let them make powerful items without 'forcing' them to a higher level of play, but lo and behold, the Holy Avenger remains at level 25 and hasn't changed at all or reflected any change in philosophy. We can argue whether we think this item is character defining. But that's purely opinion; a good few people in this thread do get a feeling of 'meh' about it.</p><p></p><p>That doesn't mean your opinion is wrong, but the majority is something that WotC should be interested in as far as pleasing customers and ultimately making money.</p><p></p><p>So the uncommon section then says that uncommon items typically have powers, but only <em>daily</em> (just like Holy Avenger,) and have static effects (+damage) but aren't critical to the heroes identity. We can argue on the second point, but the single power certainly is a daily, which is characteristic, according to the designer, of an uncommon item. As far +1d10 damage being critical to a heroes identity, I mean, maybe, if the heroes identity is damage. And +1d10 is critical to that.</p><p></p><p>I agree that they aren't going to throw out design philosophies (completely.) But these are items that are completely in the DM's hands that should be interesting plot wise, interesting mechanics wise, breaking new ground, and maybe even being broken power wise. We already have plenty of "meh" magical items. Give us some magical items that are just fun to look at and read in addition to playing with.</p><p></p><p>If we're "add"ing a new variety of magical item, shouldn't it fall somewhere above what we already had in the Player's Handbook?</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5352817, member: 63214"] I disagree that it fits what Mike Mearls said perfectly. I cut his article into portions I think contradict your statements, and bolded particularly interesting points. [URL="http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20100824"]Dungeons & Dragons Roleplaying Game Official Home Page - Article (Magic Item Rarity)[/URL] So first they get feedback that high level items feel a little flat. Then they republish a high level magical item as a rare item. Next, in looking at the feedback they decide to [I]add[/I] a broader variety of magical item. There is nothing added here but a label of "Rare" from the PHB. Rare items let them make powerful items without 'forcing' them to a higher level of play, but lo and behold, the Holy Avenger remains at level 25 and hasn't changed at all or reflected any change in philosophy. We can argue whether we think this item is character defining. But that's purely opinion; a good few people in this thread do get a feeling of 'meh' about it. That doesn't mean your opinion is wrong, but the majority is something that WotC should be interested in as far as pleasing customers and ultimately making money. So the uncommon section then says that uncommon items typically have powers, but only [I]daily[/I] (just like Holy Avenger,) and have static effects (+damage) but aren't critical to the heroes identity. We can argue on the second point, but the single power certainly is a daily, which is characteristic, according to the designer, of an uncommon item. As far +1d10 damage being critical to a heroes identity, I mean, maybe, if the heroes identity is damage. And +1d10 is critical to that. I agree that they aren't going to throw out design philosophies (completely.) But these are items that are completely in the DM's hands that should be interesting plot wise, interesting mechanics wise, breaking new ground, and maybe even being broken power wise. We already have plenty of "meh" magical items. Give us some magical items that are just fun to look at and read in addition to playing with. If we're "add"ing a new variety of magical item, shouldn't it fall somewhere above what we already had in the Player's Handbook? [/QUOTE]
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Rare Magical Item Preview - Holy Avenger
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