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General Tabletop Discussion
*Dungeons & Dragons
The Final Word On The Rules For Item Creation
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<blockquote data-quote="Elder-Basilisk" data-source="post: 135494" data-attributes="member: 3146"><p><strong>Re: Re: The Final Word On The Rules For Item Creation</strong></p><p></p><p></p><p></p><p>Actually, I think that is quite a large problem. High level (14-20) characters are expected to have +6 equivalent and higher weapons. The CRs of monsters assume not only a reasonable modicum of equipment value but also that that equipment is reasonably advantageous to the characters. If items with more than a +6 equivalent bonus require epic level casters, you're either stuck saying that there are no (or very very few) +2 heavy fortification suits of armor or +5 holy swords in your world or adding numbers of epic level casters to the campaign world so that such items can have creators.</p><p></p><p>On the face of it, this idea would seem to limit the amount of magic in the world by keeping PCs from creating powerful items but what it really does is add more (and more powerful) NPCs to the world if any such items are to exist. Thus, a Greyhawk magic level can't coexist with the items high level characters would have; you have to go to a Forgotten Realms style (epic level) mage heavy environment to account for the existence of subartifact equipment.</p><p></p><p>(It also has the side effect of further changing the balance of the game in favor of wizards, sorcerors and away from fighters and rogues. After all, wizards and sorcerors' best magic items (rings of wizardry and elemental command, robes of the archmagi, staffs of power, etc) are still constructable by non-epic level characters (and thus logically should be more readily available), but +2 heavy fortification fullplate, +5 holy flaming greatswords, and +3 keen Falchions of speed aren't.)</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 135494, member: 3146"] [b]Re: Re: The Final Word On The Rules For Item Creation[/b] Actually, I think that is quite a large problem. High level (14-20) characters are expected to have +6 equivalent and higher weapons. The CRs of monsters assume not only a reasonable modicum of equipment value but also that that equipment is reasonably advantageous to the characters. If items with more than a +6 equivalent bonus require epic level casters, you're either stuck saying that there are no (or very very few) +2 heavy fortification suits of armor or +5 holy swords in your world or adding numbers of epic level casters to the campaign world so that such items can have creators. On the face of it, this idea would seem to limit the amount of magic in the world by keeping PCs from creating powerful items but what it really does is add more (and more powerful) NPCs to the world if any such items are to exist. Thus, a Greyhawk magic level can't coexist with the items high level characters would have; you have to go to a Forgotten Realms style (epic level) mage heavy environment to account for the existence of subartifact equipment. (It also has the side effect of further changing the balance of the game in favor of wizards, sorcerors and away from fighters and rogues. After all, wizards and sorcerors' best magic items (rings of wizardry and elemental command, robes of the archmagi, staffs of power, etc) are still constructable by non-epic level characters (and thus logically should be more readily available), but +2 heavy fortification fullplate, +5 holy flaming greatswords, and +3 keen Falchions of speed aren't.) [/QUOTE]
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