Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Rime of the Frostmaiden magic items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 8144166" data-attributes="member: 93670"><p>Your wrong on the firstabsurd point. On the second... So did I. In every version(including 5e) you had:</p><ul> <li data-xf-list-type="ul">"c<em>an </em>I use this weapon/armor" ... This is a boring question not likely to excite players</li> <li data-xf-list-type="ul">"what AC bonus/damage die does it have" ... Bigger is almost always better until you look at other areas</li> <li data-xf-list-type="ul">does it work with my build/goals... should need no explaining</li> </ul><p>-In 2e you had speed factor, and meaningful distinction of b/p/s along with a awful lot of things you could stick +1 on a d20 roll or +5% o a d100 roll depending on your class. </p><p>-3.5 standardized a few things like when ability scores have & renamed a few others but mostly kept a lot of that while adding, crit range, crit modifier, added materials & alignment to the relevant spile of weapon choice weighting factors, added acp, asf, DR, resist pretty much added a bunch of skills & lots of other stuff that magic items that could give a player small +1 +2 or whatever & designed the system with the assumption that you would have +N attibute & +N weapons by various breakpoint levels allowing the gm more leeway to spread around nice magic treasure or correct mistakes in one area by spreading around treasure in some other area rather than simply denying it outright until the problem meets the curve. Body slots were a serious fleshed out thing(dmg288) which I believe may have been a step up from 2e's vague outline on that but pretty sure they both had them to some degree (rings at least).</p><p>[spoiler="body slots"]</p><p>[ATTACH=full]129873[/ATTACH]</p><p>[/spoiler]</p><p>I think this was also the version that introduced different bonus types (ie ennhancement natural profane divine etc) allowing you to stack bonuses to something with a different type but disallowing stacking of one type so +3 armor & +3 shield were both likely to have an enhancement bonus making the combined total enhancement bonus +3 rather than +6 even if the player somehow gets another +N enhancement bonus from a feat/prc/spell/etc the gm did not account for</p><p></p><p>-5e still has the handful of things every version has but removed weapon material/damage type from relevance unless the distinction is (nonmagical) B/P/S which players have almost. no control over. Crit range crit threat crit multiplier asf & acp were basically just removed. DR & resist were changed from flat numerical values to always 50% making it much too large for a minor item. skill bonuses were changed from static +N to double the proficiency bonus with expertise & (dis) advantage which are both significant boosts that throw off the curve to quite a degree & completely wreck it if players have lots of things with these. +N attribute items & the expectation that you would have various amounts of them at various breakpoints were tossed out in favor of attribute=19. Body slots were tossed out to bring the player magic item slot budget allowance down from ~15 to... 3. Left with nothing to limit stacking5e's decision to get rid of bonus types & allow stacking a GM who tries to buck the system & give out lots of smaller magic items needs to graft entire systems onto the 6e chassis and fight against a system that drew a line against it</p><p></p><p>Pointngi at the "default assumption" as a way of defending the problem caused by trying to meet that design goal of 5e itself for a change doesn't really change the problem. The fact that players need some form of rewards like magic items & such along with the fact that a lot of gm's enjoy making them to give out & see used... that's been known for decades now. 5e may have been balanced around an absurd whiterom no magic items no feats baseline, but that's an absurd playstyle that very few tables use & rofm doesn't either because it does have magic items just they mostly consist of lots of smaller items that themselves need to exist within the overly tight 3 attunement slot budget & as a result feel lacking.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8144166, member: 93670"] Your wrong on the firstabsurd point. On the second... So did I. In every version(including 5e) you had: [LIST] [*]"c[I]an [/I]I use this weapon/armor" ... This is a boring question not likely to excite players [*]"what AC bonus/damage die does it have" ... Bigger is almost always better until you look at other areas [*]does it work with my build/goals... should need no explaining [/LIST] -In 2e you had speed factor, and meaningful distinction of b/p/s along with a awful lot of things you could stick +1 on a d20 roll or +5% o a d100 roll depending on your class. -3.5 standardized a few things like when ability scores have & renamed a few others but mostly kept a lot of that while adding, crit range, crit modifier, added materials & alignment to the relevant spile of weapon choice weighting factors, added acp, asf, DR, resist pretty much added a bunch of skills & lots of other stuff that magic items that could give a player small +1 +2 or whatever & designed the system with the assumption that you would have +N attibute & +N weapons by various breakpoint levels allowing the gm more leeway to spread around nice magic treasure or correct mistakes in one area by spreading around treasure in some other area rather than simply denying it outright until the problem meets the curve. Body slots were a serious fleshed out thing(dmg288) which I believe may have been a step up from 2e's vague outline on that but pretty sure they both had them to some degree (rings at least). [spoiler="body slots"] [ATTACH type="full"]129873[/ATTACH] [/spoiler] I think this was also the version that introduced different bonus types (ie ennhancement natural profane divine etc) allowing you to stack bonuses to something with a different type but disallowing stacking of one type so +3 armor & +3 shield were both likely to have an enhancement bonus making the combined total enhancement bonus +3 rather than +6 even if the player somehow gets another +N enhancement bonus from a feat/prc/spell/etc the gm did not account for -5e still has the handful of things every version has but removed weapon material/damage type from relevance unless the distinction is (nonmagical) B/P/S which players have almost. no control over. Crit range crit threat crit multiplier asf & acp were basically just removed. DR & resist were changed from flat numerical values to always 50% making it much too large for a minor item. skill bonuses were changed from static +N to double the proficiency bonus with expertise & (dis) advantage which are both significant boosts that throw off the curve to quite a degree & completely wreck it if players have lots of things with these. +N attribute items & the expectation that you would have various amounts of them at various breakpoints were tossed out in favor of attribute=19. Body slots were tossed out to bring the player magic item slot budget allowance down from ~15 to... 3. Left with nothing to limit stacking5e's decision to get rid of bonus types & allow stacking a GM who tries to buck the system & give out lots of smaller magic items needs to graft entire systems onto the 6e chassis and fight against a system that drew a line against it Pointngi at the "default assumption" as a way of defending the problem caused by trying to meet that design goal of 5e itself for a change doesn't really change the problem. The fact that players need some form of rewards like magic items & such along with the fact that a lot of gm's enjoy making them to give out & see used... that's been known for decades now. 5e may have been balanced around an absurd whiterom no magic items no feats baseline, but that's an absurd playstyle that very few tables use & rofm doesn't either because it does have magic items just they mostly consist of lots of smaller items that themselves need to exist within the overly tight 3 attunement slot budget & as a result feel lacking. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rime of the Frostmaiden magic items
Top