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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="James Gasik" data-source="post: 9332265" data-attributes="member: 6877472"><p>I imagine in your games, you let Backstab be useful more often, too, lol. Played "by the book", including stuff found in non-PHB sources (like Dragon), it can get to the point where you might as well scratch the ability off your character sheet! Heck, my last Thief, a Dwarven Locksmith (2e), I didn't even write the ability on their sheet- they don't skulk about, they deal with locks and traps and can listen for danger, and started on deciphering languages and codes a lot earlier than most do. In combat, they had a short bow, and that was that.</p><p></p><p>I don't mind items that are class specific in general, but I feel there needs to be a reason for it. AD&D's reason is mostly "so non-Fighters don't outshine the Fighter before they get extra attacks", lol.</p><p></p><p>But I can attest that such a thing is a concern. In a Dragonlance game, I made a Minotaur Wizard (because apparently that's a thing in Taladas) for the novelty...and then ended up at level 1 with a 19 Strength, so that everything died in one hit from my staff! I went through an entire adventure with only casting Mage Armor. The guy playing the Fighter was pretty annoyed about it...and I think the DM was too, because we never played those characters again!</p><p></p><p>Even 5e retains some of this, with items that require certain traits in order to attune to them, though I'm leery about that one- if you find an item nobody in your party can use, what then?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9332265, member: 6877472"] I imagine in your games, you let Backstab be useful more often, too, lol. Played "by the book", including stuff found in non-PHB sources (like Dragon), it can get to the point where you might as well scratch the ability off your character sheet! Heck, my last Thief, a Dwarven Locksmith (2e), I didn't even write the ability on their sheet- they don't skulk about, they deal with locks and traps and can listen for danger, and started on deciphering languages and codes a lot earlier than most do. In combat, they had a short bow, and that was that. I don't mind items that are class specific in general, but I feel there needs to be a reason for it. AD&D's reason is mostly "so non-Fighters don't outshine the Fighter before they get extra attacks", lol. But I can attest that such a thing is a concern. In a Dragonlance game, I made a Minotaur Wizard (because apparently that's a thing in Taladas) for the novelty...and then ended up at level 1 with a 19 Strength, so that everything died in one hit from my staff! I went through an entire adventure with only casting Mage Armor. The guy playing the Fighter was pretty annoyed about it...and I think the DM was too, because we never played those characters again! Even 5e retains some of this, with items that require certain traits in order to attune to them, though I'm leery about that one- if you find an item nobody in your party can use, what then? [/QUOTE]
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Worlds of Design: The Problem with Magimarts
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