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Why I'm grateful for our current magic item system.
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<blockquote data-quote="Sailor Moon" data-source="post: 6496642" data-attributes="member: 6776331"><p>When I first saw how magic items were handled in this edition, it was like drawing in a huge breath of fresh air. </p><p></p><p>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. </p><p></p><p>I have this idea that I want to try and this system is perfect for it. I wanted to try having items that are not magical, but can gain a certain reputation that can have a specific effect on a specific group of creatures.</p><p></p><p>For example: You could have a ranger who wields a longsword that has gained a reputation among orcs as "Orcslayer". While in combat, all orcs would gain disadvantage because of the fear they have because of the reputation of this weapon, unless they made a saving throw. It's a nonmagical effect that would generate a type of fear amongst orcs.</p></blockquote><p></p>
[QUOTE="Sailor Moon, post: 6496642, member: 6776331"] 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. I have this idea that I want to try and this system is perfect for it. I wanted to try having items that are not magical, but can gain a certain reputation that can have a specific effect on a specific group of creatures. For example: You could have a ranger who wields a longsword that has gained a reputation among orcs as "Orcslayer". While in combat, all orcs would gain disadvantage because of the fear they have because of the reputation of this weapon, unless they made a saving throw. It's a nonmagical effect that would generate a type of fear amongst orcs. [/QUOTE]
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Why I'm grateful for our current magic item system.
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