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General Tabletop Discussion
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Two suggestions for handling magic items in 5e. (I'm sure these have all been said before but I haven't been keeping track.)
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<blockquote data-quote="Jester David" data-source="post: 6163212" data-attributes="member: 37579"><p>I don't see the problem with +1 weapons. </p><p></p><p>They're a little more boring (read: simple) and less sexy than a flaming sword or a weapon that explodes into shrapnel or something. But not everything should be sexy. Flaming swords are cool because they have something to contrast with. </p><p></p><p>There are also far more swords in fiction that are "magic" but have vague magical powers. All the swords in Lord of the Rings, Excalibur, etc. Sometimes you just want a magic sword that is just magic without a lot of pomp. </p><p></p><p>+1 swords are also a pretty big sacred cow of the game. Even people who aren't eminently familiar with D&D have heard of "+1 longswords". And removing them would make running old modules that little extra bit tricky. </p><p></p><p>From a mechanical perspective +1 isn't game breaking. It increases your hit rate by 5%. But really this just means I reduces your miss chance by 10% as it does nothing for any die roll that would already be a hit: if you need a 12 to hit, a +1 sword just means you hit on an 11. But does nothing on a 1 to 10 or a 12 to 20. </p><p>Really, if you roll numbers evenly the +1 sword has an impact every twenty attacks. If fights last four rounds, it will mean the difference between a hit or a miss once every five or so encounters. That might only be once a session.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6163212, member: 37579"] I don't see the problem with +1 weapons. They're a little more boring (read: simple) and less sexy than a flaming sword or a weapon that explodes into shrapnel or something. But not everything should be sexy. Flaming swords are cool because they have something to contrast with. There are also far more swords in fiction that are "magic" but have vague magical powers. All the swords in Lord of the Rings, Excalibur, etc. Sometimes you just want a magic sword that is just magic without a lot of pomp. +1 swords are also a pretty big sacred cow of the game. Even people who aren't eminently familiar with D&D have heard of "+1 longswords". And removing them would make running old modules that little extra bit tricky. From a mechanical perspective +1 isn't game breaking. It increases your hit rate by 5%. But really this just means I reduces your miss chance by 10% as it does nothing for any die roll that would already be a hit: if you need a 12 to hit, a +1 sword just means you hit on an 11. But does nothing on a 1 to 10 or a 12 to 20. Really, if you roll numbers evenly the +1 sword has an impact every twenty attacks. If fights last four rounds, it will mean the difference between a hit or a miss once every five or so encounters. That might only be once a session. [/QUOTE]
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Two suggestions for handling magic items in 5e. (I'm sure these have all been said before but I haven't been keeping track.)
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