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The Magic Items that WotC cannot publish
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<blockquote data-quote="samursus" data-source="post: 5022894" data-attributes="member: 64280"><p>I really don't see the problem.</p><p></p><p>While I understand, and even empathize with those lamenting the loss of "magical" magic items from D&D, I don't think its that big a deal.</p><p></p><p>4e has merely adjusted the bar to a default low-magic-ish setting, which many DMs have houseruled on their own throughout the editions.</p><p></p><p>I mean, they can't please everyone right? </p><p></p><p>This way however, as I think most people might agree, it is always easier to ADD something into a rules set than to take it away.</p><p></p><p>And with 4e's philosophy of "saying Yes" and "everything is core", it would be problematic (only on a conceptual level, but potent nonetheless) to have powerful magic items "in the system" as a default.</p><p></p><p>It feels to me like there is no happy medium... either you have a system where the magic items are powerful and then become required/no-brainer choices to own OR have a pared down system, where the DM can inject such wonders when and where it fits his game.</p><p></p><p>I am not saying DM's cannot restrict such items if they were there, but with the prevailing technology (CB) and "Say Yes" attitude, I think its more efficient and just plain easier to not tempt the players by having an uber-powered shopping list.</p><p></p><p>Plus, what could be more mysterious and magical than introducing a magic item into the game that the players would have never even conceived or read of in the RAW? (assuming 4e knowledge only) AND is waaay more powerful than anything they can buy or create?</p></blockquote><p></p>
[QUOTE="samursus, post: 5022894, member: 64280"] I really don't see the problem. While I understand, and even empathize with those lamenting the loss of "magical" magic items from D&D, I don't think its that big a deal. 4e has merely adjusted the bar to a default low-magic-ish setting, which many DMs have houseruled on their own throughout the editions. I mean, they can't please everyone right? This way however, as I think most people might agree, it is always easier to ADD something into a rules set than to take it away. And with 4e's philosophy of "saying Yes" and "everything is core", it would be problematic (only on a conceptual level, but potent nonetheless) to have powerful magic items "in the system" as a default. It feels to me like there is no happy medium... either you have a system where the magic items are powerful and then become required/no-brainer choices to own OR have a pared down system, where the DM can inject such wonders when and where it fits his game. I am not saying DM's cannot restrict such items if they were there, but with the prevailing technology (CB) and "Say Yes" attitude, I think its more efficient and just plain easier to not tempt the players by having an uber-powered shopping list. Plus, what could be more mysterious and magical than introducing a magic item into the game that the players would have never even conceived or read of in the RAW? (assuming 4e knowledge only) AND is waaay more powerful than anything they can buy or create? [/QUOTE]
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