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General Tabletop Discussion
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Why are all the magic items so boring?
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<blockquote data-quote="Dalamar" data-source="post: 9650166" data-attributes="member: 358"><p>Someone has been giving you false information, or talking about the internal playtest that happened. The public playtest, at least, had +X weapons and armor (in fact, they went up to +5 in the playtest, in contrast to +3 in the final release). Some of that power budget was moved to characters for the final release, with proficiency bonuses going from +1, +2 and so on to +2, +4 and so on, and the introduction of the Weapon Specialization class features for additional damage instead of all additional damage coming from the weapon's magic (playtest magic weapons added weapon damage dice equal to their plus instead of the plus and damage being split between <em>potency</em> and <em>striking</em> runes).</p><p></p><p>What the playtest did have was expert, master and legendary quality weapons and armor that gave some of the benefits of the magical equivalents in an overlapping system. And I do remember there being talk of getting rid of the magical treadmill altogether, but I can't remember if that was about internal playtesting, or discussions during the public playtest.</p></blockquote><p></p>
[QUOTE="Dalamar, post: 9650166, member: 358"] Someone has been giving you false information, or talking about the internal playtest that happened. The public playtest, at least, had +X weapons and armor (in fact, they went up to +5 in the playtest, in contrast to +3 in the final release). Some of that power budget was moved to characters for the final release, with proficiency bonuses going from +1, +2 and so on to +2, +4 and so on, and the introduction of the Weapon Specialization class features for additional damage instead of all additional damage coming from the weapon's magic (playtest magic weapons added weapon damage dice equal to their plus instead of the plus and damage being split between [I]potency[/I] and [I]striking[/I] runes). What the playtest did have was expert, master and legendary quality weapons and armor that gave some of the benefits of the magical equivalents in an overlapping system. And I do remember there being talk of getting rid of the magical treadmill altogether, but I can't remember if that was about internal playtesting, or discussions during the public playtest. [/QUOTE]
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Why are all the magic items so boring?
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