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Why don't they do magic items like themes?
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<blockquote data-quote="Haltherrion" data-source="post: 5462303" data-attributes="member: 18253"><p>I agree but I think that goal was driven also with an eye on MMORGs. In WoW it has become absurd: your character is your gear and your base stats almost irrelevant. That's mostly an issue with how they did expansions, of course. I haven't read much of the 4e designer's notes but to be honest, an undercurrent to 4E seems to me to be: "Hey we tried a MMORG with pre-4E rules, it didn't work so well. Let's rework D&D so it would play better on a MMORG."</p><p> </p><p>And for the record, I like 4E and don't actually mind an eye on MMORGs as a design goal.</p><p> </p><p>As a general principle I do prefer the character is defined more by instrinsics than his gear. But I don't think 4E (or any system prevents that). Over multiple editions, my group has tended to oscillate between having lots of small incremental stuff out there versus rarer but more powerful items.</p><p> </p><p>Aesthetically, I prefer the later. It tends to fit what you see in myths, books and movies but aside from that, it just has more punch. You care more about that one super useful item than about the six +1 items you have. Consider King Arthur: he had a cool sword and a cool scabbard. That's it.</p><p> </p><p>In our current 4E campaign, the players have a little middling stuff but the items that count are items that are many levels higher than normal play. These items, however, do wear out with use. This concept is built into the core setting in this case but its fun to put an "excaliber" in people's hands and let them experience some real power, however transient. It also brings out the "oh wow" factor when they get find some treasure.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5462303, member: 18253"] I agree but I think that goal was driven also with an eye on MMORGs. In WoW it has become absurd: your character is your gear and your base stats almost irrelevant. That's mostly an issue with how they did expansions, of course. I haven't read much of the 4e designer's notes but to be honest, an undercurrent to 4E seems to me to be: "Hey we tried a MMORG with pre-4E rules, it didn't work so well. Let's rework D&D so it would play better on a MMORG." And for the record, I like 4E and don't actually mind an eye on MMORGs as a design goal. As a general principle I do prefer the character is defined more by instrinsics than his gear. But I don't think 4E (or any system prevents that). Over multiple editions, my group has tended to oscillate between having lots of small incremental stuff out there versus rarer but more powerful items. Aesthetically, I prefer the later. It tends to fit what you see in myths, books and movies but aside from that, it just has more punch. You care more about that one super useful item than about the six +1 items you have. Consider King Arthur: he had a cool sword and a cool scabbard. That's it. In our current 4E campaign, the players have a little middling stuff but the items that count are items that are many levels higher than normal play. These items, however, do wear out with use. This concept is built into the core setting in this case but its fun to put an "excaliber" in people's hands and let them experience some real power, however transient. It also brings out the "oh wow" factor when they get find some treasure. [/QUOTE]
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Why don't they do magic items like themes?
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