• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Why I'm grateful for our current magic item system.

When I first saw how magic items were handled in this edition, it was like drawing in a huge breath of fresh air.

I am so glad we've left behind the days of the magic item treadmill and all these character builds that were so reliant on specific magic items. I like the fact that the system doesn't expect or require a PC to have magic items if the DM chooses not to bring them in to his game. Personally, I like having magic items be rare, hard to find, and gain a specific reputation. I like that I am able to actually set the level of items floating around in my games. I can add as many or as little as I want and have no problems. I also love the fact that these items have been removed from the PHB and returned to the DMG. I also love how easy it is to customize items in order to make them unique.

Amen!
 

log in or register to remove this ad

You could always set the expectations of magic in D&D. but with the simplicity of 5E and bounded accuracy you have to be much more careful introducing them without upsetting the balance of the game. There is a price to pay for ignoring magic as an expectation in the game, just like there is cost when magic items are assumed.
 

Part of the fun of traditional (AD&D-style, and now 5E-style) magic items is that you get stuff you weren't planning for, and it's on you to find a creative use for it. I mean, no PC in his/her right mind would deliberately go out and buy an alchemy jug, or craft one. But if you find one, and you can't just sell it for an upgraded magic sword... well, then. What can we do with a lifetime supply of mayonnaise? Let's find out!

IMO, making magic items into just another build element is a total waste. You've already got class, race, background, ability scores, feats, skills, flaws, traits, and bonds to build your PC with. Magic items are the unpredictable thing.
 

Part of the fun of traditional (AD&D-style, and now 5E-style) magic items is that you get stuff you weren't planning for, and it's on you to find a creative use for it. I mean, no PC in his/her right mind would deliberately go out and buy an alchemy jug, or craft one. But if you find one, and you can't just sell it for an upgraded magic sword... well, then. What can we do with a lifetime supply of mayonnaise? Let's find out!

IMO, making magic items into just another build element is a total waste. You've already got class, race, background, ability scores, feats, skills, flaws, traits, and bonds to build your PC with. Magic items are the unpredictable thing.

as a big fan of 4e, I will admit to missing that style from 2e...
 

Into the Woods

Remove ads

Top