I guess you don't like Elric, then?![]()
Elric is a fine protagonist in a novel. Don't know as how he's a good model for PCs, though. Novels and RPGs are very different mediums and many concepts don't translate well from one to the other.
I guess you don't like Elric, then?![]()
Hmmm, I was always under the impression that "The Christmas Tree" referred to the PC being decked out with magic items in all his slots so that when someone cast detect magic on him, he lit up like a Christmas tree. The fact that most PCs had the same items was a separate point entirely, and those items were called "The Big Six".
To me, lots of goofy magic items are what defines D&D. The Apparatus of Kwalish, a +1 flame tongue sword, the rod of lordly might... I think having items like this be part of the game is important.
I don't feel the same attachment for the 3E stat boosters. I don't think the Headband of Intellect improved the game, for some reason. Perhaps because they're ubiquitous?
In any case, I agree with those here who say that number of magic items isn't the issue, but rather that a few always-pick magic items come to dominate.
Ken
That makes a commitment to a very specific style of game, which is fine if that's your cup of tea, but you have to admit that it's very narratively limiting.Oh, I don't know about that. If the fighter's missing his best sword, use a monster with a lower AC than the high end.
It also means that any pure spellcasters in the party will be even more relatively powerful. (There are many fewer save-DC boosting items than attack-bonus and damage-bonus boosting items. In 3E, at least.)That makes a commitment to a very specific style of game, which is fine if that's your cup of tea, but you have to admit that it's very narratively limiting.
Is there something inherently wrong or problematic about D&D PCs having a lot of magic items? Or is it purely a style issue -- some people want magic items to be "rare and wondrous", some people like a lot of magic gadgets and gimmicks in the game.
There really is no magic item Christmas tree problem in my opinion. Part of it came about from munchkinism a long time ago when the game was more uniform between groups. And then kids would bring in all kinds of high powered PCs with tons of magic items and expect to be as respected as high level players since power level often meant the latter at the time. Monty Haulism is perfectly fine for any game. No one has to play Mr. Gygax's hidden AD&D rules to be playing "real" D&D. They're just guidelines in my view.So, is there a real problem with the magic item Christams tree concept, or is it purely a clash of styles?
Bullgrit