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Thoughts on my 4E anniversary, E1 and Paragon levels
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<blockquote data-quote="MerricB" data-source="post: 4818747" data-attributes="member: 3586"><p>The trouble with magic items in every edition of the game is that, mostly, they're not very magical. A +2 sword really isn't that interesting, and, for the most part, that's the primary magic item everyone sees. (At least 4e gives them additional properties for the most part).</p><p></p><p>I remember the two really magical items from my early AD&D days when I was really, really inexperienced were a wand of fire and a staff of power, both of which my magic-user, Meliander, acquired. The wand of fire was so good because Meliander was barely a 6th level magic-user... and he had this wand that could cast fireball 90 times! My DM soon got very sick of the wand.</p><p></p><p>It was magical because it made me so much more powerful than I was... but, boy, it meant I dominated the game. That's the trouble with really "magical" effects. They've got to be powerful... and that proves difficult in sustained play. (Eventually, the DM made sure my wand was stolen from me).</p><p></p><p>These days, I believe that to have really magical items and effects you need to make unique items that aren't in the rulebook. That's not to say that you shouldn't give out a lot of the more "mundane" items! One trap that I've found myself falling into is only giving out "Big 3" items in 4e. No, give out a lot of the non-weapon/armour/cloak items (mostly of lower levels), because they're interesting. Especially consumables from AV. However, for the real "magic" in magic items, unique bizarre items need to be added - and that's for a DM to do, not the rulebooks for the most part.</p><p></p><p>One of my players has a +3 vicious weapon. He really, really loves it. Is it magic? Perhaps not as we see it, but he loves the effect when he rolls a critical (+3d12 damage rather than the more normal +3d6). I suppose it's all in your perception of it. Us experienced player-types...</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4818747, member: 3586"] The trouble with magic items in every edition of the game is that, mostly, they're not very magical. A +2 sword really isn't that interesting, and, for the most part, that's the primary magic item everyone sees. (At least 4e gives them additional properties for the most part). I remember the two really magical items from my early AD&D days when I was really, really inexperienced were a wand of fire and a staff of power, both of which my magic-user, Meliander, acquired. The wand of fire was so good because Meliander was barely a 6th level magic-user... and he had this wand that could cast fireball 90 times! My DM soon got very sick of the wand. It was magical because it made me so much more powerful than I was... but, boy, it meant I dominated the game. That's the trouble with really "magical" effects. They've got to be powerful... and that proves difficult in sustained play. (Eventually, the DM made sure my wand was stolen from me). These days, I believe that to have really magical items and effects you need to make unique items that aren't in the rulebook. That's not to say that you shouldn't give out a lot of the more "mundane" items! One trap that I've found myself falling into is only giving out "Big 3" items in 4e. No, give out a lot of the non-weapon/armour/cloak items (mostly of lower levels), because they're interesting. Especially consumables from AV. However, for the real "magic" in magic items, unique bizarre items need to be added - and that's for a DM to do, not the rulebooks for the most part. One of my players has a +3 vicious weapon. He really, really loves it. Is it magic? Perhaps not as we see it, but he loves the effect when he rolls a critical (+3d12 damage rather than the more normal +3d6). I suppose it's all in your perception of it. Us experienced player-types... Cheers! [/QUOTE]
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