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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What's Your Unofficial Errata?
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<blockquote data-quote="lichmaster" data-source="post: 9117837" data-attributes="member: 6683330"><p>Yes, in this aspect o5E completely dropped the ball wrt 3E. On one side they probably wanted the game to work also without magic items, which is a good design goal IMO, but then they completely failed to account for what having some magic items can do to the game. They also wanted magic items to be special, which again is a good point and a bit against having a precise formula for each item, but then we still have a lot of generic +1 items.</p><p></p><p>Yes, the rarity system is something that should just belong to the trash bin IMO. Reasonable idea, horrible execution</p><p></p><p>This is quite an extreme example, but sure drives the point home. My main argument against that would be that level 1 characters should have no idea that such items can even be crafted, and then surely a party of dimwitted PCs will probably not be smart enough to craft those items.</p><p>Depending on your players' attitudes it may be better to have them find "recipes" for crafting items as part of the treasure, so they don't have the full menu of craftable items from the get go.</p><p></p><p>Action economy is the other bottleneck, on top of attunement. For a given number of actions or bonus actions, rarer items <em>should</em> provide a better option. Or not require attunement.</p><p>Also, I'm not fond of how consumable items can be compared to permanent items. I struggle to see how an 11th level fighter, that may quite likely have consumed a dozen healing potions, could have his magic item budget significantly reduced because of that.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 9117837, member: 6683330"] Yes, in this aspect o5E completely dropped the ball wrt 3E. On one side they probably wanted the game to work also without magic items, which is a good design goal IMO, but then they completely failed to account for what having some magic items can do to the game. They also wanted magic items to be special, which again is a good point and a bit against having a precise formula for each item, but then we still have a lot of generic +1 items. Yes, the rarity system is something that should just belong to the trash bin IMO. Reasonable idea, horrible execution This is quite an extreme example, but sure drives the point home. My main argument against that would be that level 1 characters should have no idea that such items can even be crafted, and then surely a party of dimwitted PCs will probably not be smart enough to craft those items. Depending on your players' attitudes it may be better to have them find "recipes" for crafting items as part of the treasure, so they don't have the full menu of craftable items from the get go. Action economy is the other bottleneck, on top of attunement. For a given number of actions or bonus actions, rarer items [I]should[/I] provide a better option. Or not require attunement. Also, I'm not fond of how consumable items can be compared to permanent items. I struggle to see how an 11th level fighter, that may quite likely have consumed a dozen healing potions, could have his magic item budget significantly reduced because of that. [/QUOTE]
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What's Your Unofficial Errata?
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