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General Tabletop Discussion
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What do you expect/hope to see in future playtest packets? (+)
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<blockquote data-quote="UngeheuerLich" data-source="post: 8768408" data-attributes="member: 59057"><p>I am sorry, I can't follow your train of thought. But that is probably on me.</p><p>I really don't want to have the +2/4/6 items back, as it makes the rich even richer. I always thought that items which help the poor are better designed. So now the weak character can feel nearly as mighty as the strength guy, but not quite.</p><p></p><p>I like it, if magic items change the way a character will play. For me it makes the game more interesting. To start with a concept and see how the character develops, due to need of the group, story reasons, or because they find some new magic item.</p><p></p><p>This is also the reason why I endorse multiclassing as it works in 5e. It allows me to develop my character in very different ways. Feats help too. And subclasses, and some class abilities that allow for a choice.</p><p></p><p>I don't like builds that are planned from the beginning and need certain items to function.</p><p>In 3e and 4e, in my opinion, magic items lost the magic and became tools to increase numbers, just to keep up with expected target numbers.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8768408, member: 59057"] I am sorry, I can't follow your train of thought. But that is probably on me. I really don't want to have the +2/4/6 items back, as it makes the rich even richer. I always thought that items which help the poor are better designed. So now the weak character can feel nearly as mighty as the strength guy, but not quite. I like it, if magic items change the way a character will play. For me it makes the game more interesting. To start with a concept and see how the character develops, due to need of the group, story reasons, or because they find some new magic item. This is also the reason why I endorse multiclassing as it works in 5e. It allows me to develop my character in very different ways. Feats help too. And subclasses, and some class abilities that allow for a choice. I don't like builds that are planned from the beginning and need certain items to function. In 3e and 4e, in my opinion, magic items lost the magic and became tools to increase numbers, just to keep up with expected target numbers. [/QUOTE]
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