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"Speaker in Dreams" is one of the twinkiest adventures ever written
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<blockquote data-quote="Fenes 2" data-source="post: 436490" data-attributes="member: 6166"><p>IMO, many of the magic items in the game are just "more powerful versions of the same old, same old". This is especially true for the "+ x to y" items. What options do those items deliver? Nothing, just a boost in numbers, which the DM will take into account when desighning his adventure, mostly by choosing a more powerful monster (hopefully not only beefing up the HP and AC and DR).</p><p>What is so wondrous about a +5 sword if everyone has one? Nothing. On the other hand, if it is the only +5 sword in the whole country, then it truly is a wondrous item. IMC, any magic weapon will have a history, and be something special. You may only have a +2 Sword at level 11, but most of your enemies, and almost all of your allies will not have magic swords. People will have heard of your sword, and some sinister forces may already be planning to take it from you.</p><p></p><p>Now, magic weapons and items that offer new options are different. What is another +1, or more damage, to Darkness 1/day? Or to Feather Fall?</p><p></p><p>I especially hate the +x to stat y items - absolutely not neccessary, offering no options, just a boost in numbers. Good riddance.</p><p></p><p>And before you state that those + items are needed at higher levels, or the party may never fight "Monster Z", thereby being confined to keep slugging it out with orcs: I have no problem using all those creatures in the MM with some sligfht adjustments when I need a monster. Recently I took the Boneworm from the WotC website and used it, adjusted, against my party. I had to tone down several powers and the DR to compensate for the lack of "+ items" in the campaign, but essentially the battle was the same as if the party had been equipped according to the DMG.</p><p></p><p>In conclusion I like a fantasy world where magic is not common, and the different monsters, spells and items that are encountered are special, as are the PCs.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 436490, member: 6166"] IMO, many of the magic items in the game are just "more powerful versions of the same old, same old". This is especially true for the "+ x to y" items. What options do those items deliver? Nothing, just a boost in numbers, which the DM will take into account when desighning his adventure, mostly by choosing a more powerful monster (hopefully not only beefing up the HP and AC and DR). What is so wondrous about a +5 sword if everyone has one? Nothing. On the other hand, if it is the only +5 sword in the whole country, then it truly is a wondrous item. IMC, any magic weapon will have a history, and be something special. You may only have a +2 Sword at level 11, but most of your enemies, and almost all of your allies will not have magic swords. People will have heard of your sword, and some sinister forces may already be planning to take it from you. Now, magic weapons and items that offer new options are different. What is another +1, or more damage, to Darkness 1/day? Or to Feather Fall? I especially hate the +x to stat y items - absolutely not neccessary, offering no options, just a boost in numbers. Good riddance. And before you state that those + items are needed at higher levels, or the party may never fight "Monster Z", thereby being confined to keep slugging it out with orcs: I have no problem using all those creatures in the MM with some sligfht adjustments when I need a monster. Recently I took the Boneworm from the WotC website and used it, adjusted, against my party. I had to tone down several powers and the DR to compensate for the lack of "+ items" in the campaign, but essentially the battle was the same as if the party had been equipped according to the DMG. In conclusion I like a fantasy world where magic is not common, and the different monsters, spells and items that are encountered are special, as are the PCs. [/QUOTE]
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"Speaker in Dreams" is one of the twinkiest adventures ever written
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