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General Tabletop Discussion
*Dungeons & Dragons
Should the +1 Sword Exist in 5E?
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<blockquote data-quote="Essenti" data-source="post: 5847784" data-attributes="member: 100205"><p>I know what you are driving at, but I must reiterate that it is awesomely simple to add +X items to your game if you desire them. There is nothing complex about +X items, no rules require changing in any way that we know of at this time. Just plop a +X in front of the name, and then add the bonus when that item does something (be it saving throws or swinging a sword). There are few things simpler in the entirety of the mechanics than +X items.</p><p></p><p>For the benefit of those who are staunchly attached to the nostalgia of +X items, I will most likely find them when I read through my 5e books for the first time and I'll probably feel a teeny spark of nostalgia too. </p><p></p><p>Along a different line of thinking... If you dropped the <whatever> from the game would it change the fundamental Dungeons and Dragons nature of any campaign that ever existed? Would that adventure or module suddenly no longer feel like D&D? These are the kinds of questions that need to be asked to determine D&D's "sacred cows." I don't think +X magic items qualify as a sacred cow in this context. I definitely do not think it would break D&D if they went away in favor of more flavorful mechanics. I have played and DM'd campaigns that have not had a single +X item in them, and the game was still definitely D&D.</p><p></p><p>I can see wisdom in including +X items in the core books, but as I mentioned in my first post, I'll continue to ignore them like I have in the past. I just feel a little sad for new DMs who might believe they should or must use them because they appear as the most basic item on the magic item table. And also a little sad for the player who decides he must cast away his trusty +1 battleaxe because this other battleaxe might be a wee bit more magical. It would feel less gamist if magical items had discernible qualities to them that made one more preferable than the other within the game world as opposed to the meta-game +X.</p><p></p><p>I suppose this all boils down to the fact that I do not fear changes to the game so long as the game retains the D&D feel. The +X magic item mechanic hasn't provided that feel for me for a long long time.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Essenti, post: 5847784, member: 100205"] I know what you are driving at, but I must reiterate that it is awesomely simple to add +X items to your game if you desire them. There is nothing complex about +X items, no rules require changing in any way that we know of at this time. Just plop a +X in front of the name, and then add the bonus when that item does something (be it saving throws or swinging a sword). There are few things simpler in the entirety of the mechanics than +X items. For the benefit of those who are staunchly attached to the nostalgia of +X items, I will most likely find them when I read through my 5e books for the first time and I'll probably feel a teeny spark of nostalgia too. Along a different line of thinking... If you dropped the <whatever> from the game would it change the fundamental Dungeons and Dragons nature of any campaign that ever existed? Would that adventure or module suddenly no longer feel like D&D? These are the kinds of questions that need to be asked to determine D&D's "sacred cows." I don't think +X magic items qualify as a sacred cow in this context. I definitely do not think it would break D&D if they went away in favor of more flavorful mechanics. I have played and DM'd campaigns that have not had a single +X item in them, and the game was still definitely D&D. I can see wisdom in including +X items in the core books, but as I mentioned in my first post, I'll continue to ignore them like I have in the past. I just feel a little sad for new DMs who might believe they should or must use them because they appear as the most basic item on the magic item table. And also a little sad for the player who decides he must cast away his trusty +1 battleaxe because this other battleaxe might be a wee bit more magical. It would feel less gamist if magical items had discernible qualities to them that made one more preferable than the other within the game world as opposed to the meta-game +X. I suppose this all boils down to the fact that I do not fear changes to the game so long as the game retains the D&D feel. The +X magic item mechanic hasn't provided that feel for me for a long long time. :) [/QUOTE]
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Should the +1 Sword Exist in 5E?
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