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What's wrong with the magic item Christmas tree?
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<blockquote data-quote="Chrono22" data-source="post: 5115309" data-attributes="member: 86638"><p>Hmm. My problems with the magic item christmas tree:</p><p>1. Magic items are supposed to be (or at least I think they should be) special or unique. Having a dozen magic items on your person makes all of them less interesting.</p><p>2. Keeping track of so many magic items makes character creation and upkeep very tedious.</p><p>3. Magic item costs: in an attempt to fix broken magic items, 3.5 costs increased exponentially. This exasperbated the whole christmas tree problem. Having a huge number of minor magical items was numerically, strategically and tactically superior to having a few unique and powerful magic items. This also made tracking costs several times harder.</p><p></p><p>I think some of the other problems with magic items are due to how fixed character progressions are, and because of number inflation.</p><p>Since magic items allow a player to freely tack new special powers or abilities to his character outside of a rigid class build, the character's power and influence end up depending very heavily on those magic items. Of course, a wizard will only be impeded by the loss of his magic items... since he has extra-class powers (spells). So, this part is mostly a pitfall of D&D being a class-based system.</p><p>The second part has to do with number inflation. Over time the expectation is that players will acquire certain magic items for their PCs- items that will improve their bonuses to primary attributes, skills, and attacks. Allowance for +# boosts has made unique magic items even harder to come by. The reasons we have these boosts are rooted in what I perceive to be a problem with how the developers/players of D&D perceived magic.</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5115309, member: 86638"] Hmm. My problems with the magic item christmas tree: 1. Magic items are supposed to be (or at least I think they should be) special or unique. Having a dozen magic items on your person makes all of them less interesting. 2. Keeping track of so many magic items makes character creation and upkeep very tedious. 3. Magic item costs: in an attempt to fix broken magic items, 3.5 costs increased exponentially. This exasperbated the whole christmas tree problem. Having a huge number of minor magical items was numerically, strategically and tactically superior to having a few unique and powerful magic items. This also made tracking costs several times harder. I think some of the other problems with magic items are due to how fixed character progressions are, and because of number inflation. Since magic items allow a player to freely tack new special powers or abilities to his character outside of a rigid class build, the character's power and influence end up depending very heavily on those magic items. Of course, a wizard will only be impeded by the loss of his magic items... since he has extra-class powers (spells). So, this part is mostly a pitfall of D&D being a class-based system. The second part has to do with number inflation. Over time the expectation is that players will acquire certain magic items for their PCs- items that will improve their bonuses to primary attributes, skills, and attacks. Allowance for +# boosts has made unique magic items even harder to come by. The reasons we have these boosts are rooted in what I perceive to be a problem with how the developers/players of D&D perceived magic. [/QUOTE]
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What's wrong with the magic item Christmas tree?
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