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"Weenie List" of Ubiquitous & Popular Magic Items
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<blockquote data-quote="Henry" data-source="post: 191704" data-attributes="member: 158"><p>Azlan, something you said makes your opinion suspect to me, and it has nothing to do with your magic item critiques.</p><p></p><p></p><p></p><p></p><p>Had you read Monte's later posts on his own message boards, you would know that this has no grounding in truth. He admits that the design staff of WotC is not what he had in mind, but instead freelance and small-publishing designers he has known who write for games that they don't even play. To imply that all of WotC only writes for money-making is to slight a whole bunch of dedicated people.</p><p></p><p>According to Anthony Valterra, Business Mgr. for WotC, in a post in the General Forums, EVERYBODY in R&D, and almost everybody but the freakin' accountants, play a weekly or monthly game. You won't score points here by slamming the makers of the game.</p><p></p><p>----------------</p><p></p><p>Now, in regards to the magic item costs, I will say - mistakes in power balance abound. What is and isn't a mistake sometimes only come out in extensive play. I won't say that a +40 to jump is a mistake, but if someone wants to spend 4000 gold on that instead of a decent magical sword and armor, that's fine with me as a DM. A jump bonus can't save you from a flying creature (they are quite common, as you know), nor will it save you from a dragon's breath, or an arrow's sting, or a Sphinx's riddle. If the PC's enjoy their jump bonus in preference to bonuses to diplomacy, or attack, or defense, then more power to them.</p><p></p><p>I submit that people who are worried about items like these aren't thinking dangerously enough. The REAL dangerous items are items that defy basic physical laws. You don't see too many characters dying to have portable holes, decanters of endless water, and immovable rods, but THERE is where the real power lies. Anyone who have seen those articles on "101 uses for a portable hole" etc. know what I refer to.</p><p></p><p>A decanter of endless water can change landscapes, can make an adventurer filthy rich without lifting his sword, can destroy a dungeon's worth of monsters, and many things invloving an ENDLESS supply of water.</p><p></p><p>A portable hole can start a transportation industry overnight. Need a caravan to move that 7 tons of gold bullion? HA! one lightly armored and fast man can move it for you overnight. Does anyone need to transport hazardous metrials from point A to point B without worrying about spillage? Portable hole to the rescue!</p><p></p><p>Give me a portable hole and a major land war, and I'LL show you unbalanced. With a fair DM, I could own half a continent the size of Africa in five years. And I'll never raise a sword to do it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 191704, member: 158"] Azlan, something you said makes your opinion suspect to me, and it has nothing to do with your magic item critiques. Had you read Monte's later posts on his own message boards, you would know that this has no grounding in truth. He admits that the design staff of WotC is not what he had in mind, but instead freelance and small-publishing designers he has known who write for games that they don't even play. To imply that all of WotC only writes for money-making is to slight a whole bunch of dedicated people. According to Anthony Valterra, Business Mgr. for WotC, in a post in the General Forums, EVERYBODY in R&D, and almost everybody but the freakin' accountants, play a weekly or monthly game. You won't score points here by slamming the makers of the game. ---------------- Now, in regards to the magic item costs, I will say - mistakes in power balance abound. What is and isn't a mistake sometimes only come out in extensive play. I won't say that a +40 to jump is a mistake, but if someone wants to spend 4000 gold on that instead of a decent magical sword and armor, that's fine with me as a DM. A jump bonus can't save you from a flying creature (they are quite common, as you know), nor will it save you from a dragon's breath, or an arrow's sting, or a Sphinx's riddle. If the PC's enjoy their jump bonus in preference to bonuses to diplomacy, or attack, or defense, then more power to them. I submit that people who are worried about items like these aren't thinking dangerously enough. The REAL dangerous items are items that defy basic physical laws. You don't see too many characters dying to have portable holes, decanters of endless water, and immovable rods, but THERE is where the real power lies. Anyone who have seen those articles on "101 uses for a portable hole" etc. know what I refer to. A decanter of endless water can change landscapes, can make an adventurer filthy rich without lifting his sword, can destroy a dungeon's worth of monsters, and many things invloving an ENDLESS supply of water. A portable hole can start a transportation industry overnight. Need a caravan to move that 7 tons of gold bullion? HA! one lightly armored and fast man can move it for you overnight. Does anyone need to transport hazardous metrials from point A to point B without worrying about spillage? Portable hole to the rescue! Give me a portable hole and a major land war, and I'LL show you unbalanced. With a fair DM, I could own half a continent the size of Africa in five years. And I'll never raise a sword to do it. :) [/QUOTE]
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