Lanefan said:
Old, jaded players perhaps. For newer players, field-testing can be very entertaining...and very informative. And sure, you'd start by testing whether a given item does what it does, only better (e.g. boots of somehow-enhanced movement), but if those tests fail then you're on to something else.
Yeah, I guess, I could be biased since I haven't enjoyed it since, well, I never really enjoyed it to be honest. They have several different types of focus for every slot, and there are going to be a lot of magic items, so I don't think it's going to be completely removed.
Lanefan said:
It's a rules issue. They need only design item creation as something that takes long enough to do and requires enough non-adventuring skills (or a class?) to accomplish that no PC in their right mind would ever do it, and presto: problem solved.
True, you could do that, you could remove item creation into something that's only in the hands of the GM, but we both know that's not the direction 4e is going, both in regard to magic items and, well, everything. This is because if you do it that way, you're essentially stopping people from playing an Eberron or Artesia style game, were you can just go get low level magic items from the local Cannith forge, or the local smith because that would break the game, that's the 2e style of just giving you a tool kit and enough rope to hang yourself with.
Seriously, it's just better if they're balanced and siloed in the first place, it may seem less open ended, but it does ultimately allow for a greater variety of play styles.
Lanefan said:
Also, can someone please define the term "siloing"; I keep seeing it in here and have no idea what it means.
Sure, it means instead of just having a pile of abilities (or magic items) to choose from, allowing you to mix and match, to separate different abilities into different "silos" to encourage (well, enforce) more well rounded characters.
For example, because saves, attack and AC are all directly tied to specific item, it dissuades you from, for example, buying armour and maxing it's AC, and then buying an amulet and maxing it's AC, and buying a defending weapon, and maxing your AC. You can still spend more on your AC than your other items, but it keeps them closer together.
The original explanation was (as mentioned) to do with Wizard spells, by siloing attack spells and utility spells, it means you can't/don't have to give up offensive power for more utility abilities and vice versa (although you could likely create a build which focused more on one than the other).
Lanefan said:
Sounds like the perfect reason *to* put such items in, to give some variety and lighten things up a bit.
Except lightening up a game with no silly things is easy, making something serious with silly things around is much harder. There's actually an old article on the Wizards site on why they don't put jokes in their games any more
Lanefan said:
I suspect your player would last but a very short time in my often-whimsical games.
He'd have fun, although he'd probably want to keep another game going, he likes silly, if everything's silly, he just has a low WSoD, and silly things in a non-silly context tend to break it pretty easily.