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The extreme proliferation of magic in D&D
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<blockquote data-quote="woodelf" data-source="post: 2628816" data-attributes="member: 10201"><p>"Extreme"? I dunno. More than i've given to my 11th-level party in the current campaign, and that's handing out every bit of magic i can possibly justify within the setting/campaign. And i don't think of it as a low-magic setting by any standard. And, Back In The Day (TM), i'd say most characters only had 1-2 permanent magic items by 6th level, IME. Conversations with others seem to support the notion that the "standard" level of magical gear in D&D3E is higher than with older editions. </p><p></p><p>But, on another point: what's the point of non-obvious magic? I mean, if all it is is a +1 to hit or +2 on a save, why (1) stick that in a magic item, or even (2) put it in an item at all? Why not just raise everybody's stats by the extra few points, and ditch the items, and simplify things? If you're going to give more-or-less everybody those bonuses (because of "level-appropriate wealth"), you could just give the bonuses directly, without the items as intermediaries. Something like the way we have stat improvements and skill points by level, why not just give other allocable bonuses by level? Why not just save the magic for the flashy stuff?</p><p></p><p>Similarly, i'd prefer to blur the line between magic and non-magic a lot more. Have more non-magical items that can provide higher bonuses: frex, get "Masterwork" or whatever weapons that can give you +2, +3, even +4 bonus, rather than just +1; exotic armors that can give you appropriate protection for high-level characters, without enchantment; larger skill bonuses from "extra-masterwork" tools; that sort of stuff. Doing this would, also, reduce the amount of magic in a group.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2628816, member: 10201"] "Extreme"? I dunno. More than i've given to my 11th-level party in the current campaign, and that's handing out every bit of magic i can possibly justify within the setting/campaign. And i don't think of it as a low-magic setting by any standard. And, Back In The Day (TM), i'd say most characters only had 1-2 permanent magic items by 6th level, IME. Conversations with others seem to support the notion that the "standard" level of magical gear in D&D3E is higher than with older editions. But, on another point: what's the point of non-obvious magic? I mean, if all it is is a +1 to hit or +2 on a save, why (1) stick that in a magic item, or even (2) put it in an item at all? Why not just raise everybody's stats by the extra few points, and ditch the items, and simplify things? If you're going to give more-or-less everybody those bonuses (because of "level-appropriate wealth"), you could just give the bonuses directly, without the items as intermediaries. Something like the way we have stat improvements and skill points by level, why not just give other allocable bonuses by level? Why not just save the magic for the flashy stuff? Similarly, i'd prefer to blur the line between magic and non-magic a lot more. Have more non-magical items that can provide higher bonuses: frex, get "Masterwork" or whatever weapons that can give you +2, +3, even +4 bonus, rather than just +1; exotic armors that can give you appropriate protection for high-level characters, without enchantment; larger skill bonuses from "extra-masterwork" tools; that sort of stuff. Doing this would, also, reduce the amount of magic in a group. [/QUOTE]
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