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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Lanefan" data-source="post: 9331366" data-attributes="member: 29398"><p>Quite a good summary, except:</p><p></p><p>Which sounds great until you stop and think just how vulnerable magic items are to destruction in 1e. Fail a save vs AoE damage such as <em>Fireball</em>, <em>Lightning Bolt</em>, or <em>Cone of Cold</em>? Now every single item you're carrying has to itself make a save, meaning that items in use don't and won't last forever. (there's other ways to break 'em too e.g. Rust Monsters, but AoE damage is by far the most common)</p><p></p><p>End result: if nobody's making items any more there will be a not-so-slow overall attrition as the items that do exist get destroyed.</p><p></p><p>Contrast this with, say, 3e; where it's relatively easy to make items and much harder to destroy them.</p><p></p><p>There's a few known typos and errors in the 1e DMG price list; the Girdle may have been one such.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9331366, member: 29398"] Quite a good summary, except: Which sounds great until you stop and think just how vulnerable magic items are to destruction in 1e. Fail a save vs AoE damage such as [I]Fireball[/I], [I]Lightning Bolt[/I], or [I]Cone of Cold[/I]? Now every single item you're carrying has to itself make a save, meaning that items in use don't and won't last forever. (there's other ways to break 'em too e.g. Rust Monsters, but AoE damage is by far the most common) End result: if nobody's making items any more there will be a not-so-slow overall attrition as the items that do exist get destroyed. Contrast this with, say, 3e; where it's relatively easy to make items and much harder to destroy them. There's a few known typos and errors in the 1e DMG price list; the Girdle may have been one such. [/QUOTE]
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