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<blockquote data-quote="jmartkdr2" data-source="post: 8256599" data-attributes="member: 7017304"><p>4e basically had a built-in portable magic item shop via the Enchant Item ritual, that was no more than a feat away from any character. It did not break the game. In fact, <em>not</em> allowing magic item shopping or crafting would probably break the game, since you were expected not only to have a lot of magic items, but a certain progression of particular ones. </p><p></p><p>Loot tables were about getting stuff ahead of time, which was cool, but of limited effect. (What I mean: you can make items up to your own level. You would find items of higher level, by up to four levels. You can use items of any level, although a lot of people applied MMO rules here erroneously. You were expected to have at least on-level items for your weapons and/or focus, your armor, and your neck-slot save-boosting item. Found items might get you a better-than expected item, but only by a little bit. Which is, again, cool but not game-breaking.)</p><p></p><p>It's a pretty good microcosm of 4e's "it works really well, if you play this one way" design that divides people on the edition so much.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8256599, member: 7017304"] 4e basically had a built-in portable magic item shop via the Enchant Item ritual, that was no more than a feat away from any character. It did not break the game. In fact, [I]not[/I] allowing magic item shopping or crafting would probably break the game, since you were expected not only to have a lot of magic items, but a certain progression of particular ones. Loot tables were about getting stuff ahead of time, which was cool, but of limited effect. (What I mean: you can make items up to your own level. You would find items of higher level, by up to four levels. You can use items of any level, although a lot of people applied MMO rules here erroneously. You were expected to have at least on-level items for your weapons and/or focus, your armor, and your neck-slot save-boosting item. Found items might get you a better-than expected item, but only by a little bit. Which is, again, cool but not game-breaking.) It's a pretty good microcosm of 4e's "it works really well, if you play this one way" design that divides people on the edition so much. [/QUOTE]
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