Uller
Adventurer
I thought it was a very good article. Now, I might be too stupid, dense and/or unimaginative but I like having guidelines to fall upon, but heck I've only been DMing for 20 years so what do I know...
Warder
phththt....noob.
I thought it was a very good article. Now, I might be too stupid, dense and/or unimaginative but I like having guidelines to fall upon, but heck I've only been DMing for 20 years so what do I know...
Warder
Well TBH this was kind of an unofficial rule for many 4e GMs.
In a game where gold can buy magic items, players will use gold to buy magic items.
One of the things that is a bit of a paradigm shift from previous editions that keeps coming up around magic items is that magic items are not something you can buy/sell.
Assuming a typical D&D campaign setting where magic is a reasonably common thing and while it might be rare for an individual to be able to produce permanent magic items, certainly the history of the setting is long, magic items are very valuable and rarely destroyed and the people who make magic items that are useful for fighting horrible monsters are probably rarely the same people who use them for such purposes (or at least that is my operating assumption). So while I agree there isn't some vast magic industrial workshops producing +1 longswords for the local magic box store, what is the mechanism by which items get distributed from magic item producers to magic item users?
What do PCs do with items they find not very useful?
...as a DM I want magic items I place in the game to either have a specific reason for being there or make sense (in the game world). I also want non-magical treasure to seem like an actual reward that the players find useful and I don't really want them to have to use it in ways outside of adventuring and/or influencing the game world. I don't think offering a reward of 1000gp for completing some quest means much of the players don't feel like they can do something cool with it and the most cool thing they can do is get that magic item they've been saving up for.
I think that's doable. The reason that fighter-types depended more on magic equipment in earlier e's was because that was essentially a big part of their class power: they get to use that cool magic sword or neat magic axe or awesome magic suit of armor, and the wizard doesn't. I think time has shown that this isn't a great trade-off, both because it relies on DM handing out candy, and because everyone likes finding magic loot (and probably for a few other reasons).
Fighters in 5e shouldn't depend on magic items to make them on par with spellcasters, IMO. At least not as a default.
It's so far a max +1 to AC (at the moment no +1 shield is listed), and a max +1 to attack, and a max +1 to damage. I don't think a +1 in any of those categories is going to break anything. And, you're limited to 3 total attuned items.
In effect, I think the difference in our approaches, in practical terms, is that you handwave the details while I make the players take that extra bit of time and effort.
This is not correct. There are named weapons and armors that exceed a +1 bonus in the current rules.
Also, I believe that attuning items is presented as optional in the rules and early word from WotC was that it was unpopular and likely to be dropped.