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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="billd91" data-source="post: 5972540" data-attributes="member: 3400"><p>At one point, the game was designed to make this a likely occurrence. The 1e and 2e DMG magic item randomized tables were skewed away from permanent wizard-friendly magic items. Potions, scrolls, weapons, and armor were favored to appear. Potions could help anybody and thus weren't really worth a lot of control. Scrolls were one-shots or used to improve spell books, so they didn't have a constant or consistent impact either. But weapons and armor being much more common that bracers of armor, staves, and wands would and did. It helped that the 1e DMG makes this idea explicit - magic item placement should generally favor equipment-based classes. Magic item creation was also a real pain in the ass, discouraging it in general.</p><p></p><p>3e, in an effort to make magic item creation more of an aspect of the game and probably in response years of player feedback, made magic item creation easy for players to manage. But doing so, however, any distinction favoring the equipment-based classes was lost. The requirement that the item creator was a caster also made it easy for wizards to get what they wanted when they wanted it. Magic item creation, as I see it, may have been one of the biggest and most troublesome genies 3e let out of the bottle.</p><p></p><p>PF has leveled the playing field a little in the sense that non-casters can now craft magic items with the investment in an extra feat and a bunch of skill ranks. Now, that fighter/armorer can make his own stuff. But the ease of making items is still there in general.</p><p></p><p>If 5e really is moving back to the 1e model of magic items distribution being under the DM's authority, as long as the guidelines are clear and the implications of denying decent equipment to the fighters or giving too much gear to the wizards are laid out, I think we can be more confident in a better balance between equipment-based and less equipment-based classes.</p></blockquote><p></p>
[QUOTE="billd91, post: 5972540, member: 3400"] At one point, the game was designed to make this a likely occurrence. The 1e and 2e DMG magic item randomized tables were skewed away from permanent wizard-friendly magic items. Potions, scrolls, weapons, and armor were favored to appear. Potions could help anybody and thus weren't really worth a lot of control. Scrolls were one-shots or used to improve spell books, so they didn't have a constant or consistent impact either. But weapons and armor being much more common that bracers of armor, staves, and wands would and did. It helped that the 1e DMG makes this idea explicit - magic item placement should generally favor equipment-based classes. Magic item creation was also a real pain in the ass, discouraging it in general. 3e, in an effort to make magic item creation more of an aspect of the game and probably in response years of player feedback, made magic item creation easy for players to manage. But doing so, however, any distinction favoring the equipment-based classes was lost. The requirement that the item creator was a caster also made it easy for wizards to get what they wanted when they wanted it. Magic item creation, as I see it, may have been one of the biggest and most troublesome genies 3e let out of the bottle. PF has leveled the playing field a little in the sense that non-casters can now craft magic items with the investment in an extra feat and a bunch of skill ranks. Now, that fighter/armorer can make his own stuff. But the ease of making items is still there in general. If 5e really is moving back to the 1e model of magic items distribution being under the DM's authority, as long as the guidelines are clear and the implications of denying decent equipment to the fighters or giving too much gear to the wizards are laid out, I think we can be more confident in a better balance between equipment-based and less equipment-based classes. [/QUOTE]
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