Removing the enhancement bonuses from items

Based on all the previews I have seen the assumption seems to be +1/4 levels. Just grant that bonus to Att, Dmg, AC and Defenses as a level bonus. Done.
 

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keterys said:
That only works if you lower the hit points as well... and you'd also have to lower based on the level of the enemy instead of the level of the PC. Seems easier to just give it to the PCs. Probably make for happier players, too.
I guess I just don't get what the point of removing bonuses from items is if you're going to just add them right back in to the characters.

If it's for a little grittier game, go ahead lower monsters Attack and Defenses and let them keep the hit points they would lose from being hit from damage due to weapon pluses.
 

There are lots of reasons to remove the pluses from magic items (or not give out the magic items in the first place), but still retain the actual balance of the game without having to rework monsters. It's even one good way to do a no magic game. I was actually even thinking you could give out abilities like items have and do no magic... just some people have bonuses to different things, maybe the street brawler has the 'Vicious' perk, etc.
 

I was planning on removeing +s from magic items altogether anyway. There is nothing more boring than having 2 magical items with the only mechanical difference between them being a generic +1 bonus. I think magic items should be more unique and flavorful than that.
 

My only concern is that it might encourage people to use the same sword they found at 2nd level for the entire campaign...

...and, I mean, that would be horrible. Right? Or awesome. You know, one of those :)
 

NaturalZero said:
I was planning on removeing +s from magic items altogether anyway. There is nothing more boring than having 2 magical items with the only mechanical difference between them being a generic +1 bonus. I think magic items should be more unique and flavorful than that.

I agree that the generic +X items lacked a sense of actually being magical, but I don't think you need to worry. It seems the designers agreed with you. Look at the Items Lists from DDXP. Not a single plain +1 item in sight.

Instead, we have magical items with a power ( usually Daily or Encounter ) which also happen to have a +1 bonus.

Hopefully, the days of the plain old +1 longsword are gone.
 

keterys said:
My only concern is that it might encourage people to use the same sword they found at 2nd level for the entire campaign...
Or even worse, the sword that had been passed down from father to son for over ten generations ever since Great-Great-Great-Great... Grandfather Regdar slew Ashardalon many generations ago. But no child since has had the inner strength to wield the power of the sword, until now.

I can easily see the reason to just grant the default bonuses to attacks and defense. It means that the DM doesn't have to plan for the party to return to town every few levels to cash in the bag of +1 weapons. It makes the characters special, not their equipment. It means that whenever they find a magical item, its special and worth keeping, and not just worth cashing in for another bonus to attack.
 

And yeah, that would be covered by my 'or awesome' I think :)

I think I might try this out for a campaign... not my first one, though. I'm going to rain magic items on them in that one, I think. Maybe the second, to make the comparison easy.
 

Sir Brennen said:
Or, alternately, you could lower the attack and defenses of opponents by a like amount.

its probably just easier to allow the increase the characters/players get, as it requires less math tweaking on a consistent bases. But it is an alternative that some may want to do. But gosh it still seems like alot more work.
 

One large difference in NPC/monster design philosophies in the editions also means you don't need to load classed NPCs up with numerous magic items for them to be effective. You can just give them an appropriate attack and defense bonus, along with interesting abilities. This should significantly reduce the amount of weaker magic items that will just be pawned off when the PCs have a chance. The DM can just focus on providing magic items of types and quantity that the PCs can use. No more pawning off the multitude of +1 daggers that a group of assassins were carrying.
 

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