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*TTRPGs General
Where Has All the Magic Gone?
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<blockquote data-quote="Raven Crowking" data-source="post: 4810046" data-attributes="member: 18280"><p>It was inherent in earlier versions of the game that what magic items were possible were intentionally hidden from the players (hence the admonition in the 1e DMG that players not pry). Not only that, but it was easy to create new magic items in a system whereby the means that <em><strong>characters in the world make said items</strong></em> need not be known. Thus the plethora of items found in the Encyclopedia Magica which are just plain wacky, as opposed to those found in WotC-D&D, which are all-too-often just plain bleh.</p><p></p><p>Inarguably, the +X items of OD&D began the idea of items that add to the characters in a numerical way. I would say that this is still an important function of magic items within the game. However, the really fun items are often a heck of a lot more quirky. And quirky doesn't mean the ability to cast one particular spell (freeing up a spell slot) ala the Wand of Cure Light Wounds.</p><p></p><p>If experiencing magic and mystery are among the goals of players in a D&D game, I note that placing the magic items in the PHB is among the most boneheaded moves possible. The addition of rituals (in 3.5 UA, and later in 4e) is, OTOH, a good idea, because a ritual allows any type of magical effect to occur, opening the door to mystery once more.</p><p></p><p>IMHO, at least.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4810046, member: 18280"] It was inherent in earlier versions of the game that what magic items were possible were intentionally hidden from the players (hence the admonition in the 1e DMG that players not pry). Not only that, but it was easy to create new magic items in a system whereby the means that [i][b]characters in the world make said items[/b][/i][b][/b] need not be known. Thus the plethora of items found in the Encyclopedia Magica which are just plain wacky, as opposed to those found in WotC-D&D, which are all-too-often just plain bleh. Inarguably, the +X items of OD&D began the idea of items that add to the characters in a numerical way. I would say that this is still an important function of magic items within the game. However, the really fun items are often a heck of a lot more quirky. And quirky doesn't mean the ability to cast one particular spell (freeing up a spell slot) ala the Wand of Cure Light Wounds. If experiencing magic and mystery are among the goals of players in a D&D game, I note that placing the magic items in the PHB is among the most boneheaded moves possible. The addition of rituals (in 3.5 UA, and later in 4e) is, OTOH, a good idea, because a ritual allows any type of magical effect to occur, opening the door to mystery once more. IMHO, at least. RC [/QUOTE]
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