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General Tabletop Discussion
*TTRPGs General
What SHOULD be the purpose of magic items in an RPG?
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<blockquote data-quote="Pauper" data-source="post: 7388969" data-attributes="member: 17607"><p>Within the D&D universe (and the universes deliberately designed to be similar to it, such as Pathfinder's Golarion and Hackmaster's default universe, etcetera), magic exists as a tool -- it is defined, has specific effects, and requires explicit factors to be in place (class, level, components, etc.) before it can be used.</p><p></p><p>In that sense, the 'why' of magic items in D&D is that they are tools that can be used by classes that don't otherwise get to use magic (healing potions are probably the ur-example here), or they are tools that can be used by classes that do get magic to either do magic they don't normally get to do or do so magic they do get to do more efficiently.</p><p></p><p>I have a good deal of respect for [MENTION=4937]Celebrim[/MENTION] and his desire to make magic 'numenous', but as he points out, execution is much harder than conception, and D&D as a system has basically given up on making magic items 'special' save in a few specific instances where 'special' equates more with 'powerful' than with 'exotic'.</p><p></p><p>The way most players approach magic items has adopted this pragmatism: if you ask a player what the purpose of a magic weapon is, his answer will likely be that it's to bypass the defenses of monsters resistant to non-magical weapons. This is a big reason why players complain when a DM is seen as 'stingy' with magic weapons -- players don't like to feel 'ineffective', even if the resistance to non-magic weapons is an intentional game design decision.</p><p></p><p>Fifth edition has tried to reduce the importance of magic items, and has even taken steps to reduce the 'characters are magic item carrying platforms' concept of Third and Fourth edition D&D, but some players insist on collecting loads of magic items because that's how they've learned the game is played. You could build a world where magic items are entirely unnecessary, and players would still be upset because they feel they're not getting something that previous editions of the game have taught them is important.</p><p></p><p>Best of luck.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7388969, member: 17607"] Within the D&D universe (and the universes deliberately designed to be similar to it, such as Pathfinder's Golarion and Hackmaster's default universe, etcetera), magic exists as a tool -- it is defined, has specific effects, and requires explicit factors to be in place (class, level, components, etc.) before it can be used. In that sense, the 'why' of magic items in D&D is that they are tools that can be used by classes that don't otherwise get to use magic (healing potions are probably the ur-example here), or they are tools that can be used by classes that do get magic to either do magic they don't normally get to do or do so magic they do get to do more efficiently. I have a good deal of respect for [MENTION=4937]Celebrim[/MENTION] and his desire to make magic 'numenous', but as he points out, execution is much harder than conception, and D&D as a system has basically given up on making magic items 'special' save in a few specific instances where 'special' equates more with 'powerful' than with 'exotic'. The way most players approach magic items has adopted this pragmatism: if you ask a player what the purpose of a magic weapon is, his answer will likely be that it's to bypass the defenses of monsters resistant to non-magical weapons. This is a big reason why players complain when a DM is seen as 'stingy' with magic weapons -- players don't like to feel 'ineffective', even if the resistance to non-magic weapons is an intentional game design decision. Fifth edition has tried to reduce the importance of magic items, and has even taken steps to reduce the 'characters are magic item carrying platforms' concept of Third and Fourth edition D&D, but some players insist on collecting loads of magic items because that's how they've learned the game is played. You could build a world where magic items are entirely unnecessary, and players would still be upset because they feel they're not getting something that previous editions of the game have taught them is important. Best of luck. -- Pauper [/QUOTE]
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What SHOULD be the purpose of magic items in an RPG?
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