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<blockquote data-quote="FireLance" data-source="post: 4791220" data-attributes="member: 3424"><p>I think the real issues are:</p><p></p><p>1. How often do you want the characters in your campaign to get better equipment?</p><p></p><p>2. Does the way in which the characters in your campaign improve their equipment matter to you?</p><p></p><p>If you do want the characters in your campaign to get better magic items fairly often (possibly because the players like it when they find or are rewarded with magic items), then the +X system becomes an advantage, not a disadvantage, because it becomes a very simple way to make the player feel that he is getting a new item. </p><p></p><p>If you are not too concerned about how the magic item improves, you can even flavor it as the character retaining the same item throughout his career, and it gets more powerful because it is magically bonded to the character, because it absorbs the magical energies of the creatures it kills (or are killed around it), or because a friendly spellcaster binds increasingly powerful enchantments to it.</p><p></p><p>However, if you want the characters in your campaign to get better equipment only rarely, it is still fairly easy to add the bonuses that they would have got from magic equipment directly into the characters' stats. One simple way to do this is to give the PCs a +1 to attack rolls and damage rolls at 3rd level, a +2 at 7th, a +3 at 13th, a +4 at 17th, a +5 at 23rd and a +6 at 27th and a +1 to all defences at 5th, a +2 at 9th, a +3 at 15th, a +4 at 19th, a +5 at 25th and a +6 at 29th. </p><p></p><p>(Let's not get into the issue of whether the baseline game should assume a PC gets new magic items regularly or not. Either way, groups that are not playing according to the baseline will need to do some extra work: either adding to the PCs' base stats or subtracting from them.)</p><p></p><p>Under this approach, magic items should grant numerical bonuses only rarely (if ever) and would be distinguished mainly by the additional abilities that they grant.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4791220, member: 3424"] I think the real issues are: 1. How often do you want the characters in your campaign to get better equipment? 2. Does the way in which the characters in your campaign improve their equipment matter to you? If you do want the characters in your campaign to get better magic items fairly often (possibly because the players like it when they find or are rewarded with magic items), then the +X system becomes an advantage, not a disadvantage, because it becomes a very simple way to make the player feel that he is getting a new item. If you are not too concerned about how the magic item improves, you can even flavor it as the character retaining the same item throughout his career, and it gets more powerful because it is magically bonded to the character, because it absorbs the magical energies of the creatures it kills (or are killed around it), or because a friendly spellcaster binds increasingly powerful enchantments to it. However, if you want the characters in your campaign to get better equipment only rarely, it is still fairly easy to add the bonuses that they would have got from magic equipment directly into the characters' stats. One simple way to do this is to give the PCs a +1 to attack rolls and damage rolls at 3rd level, a +2 at 7th, a +3 at 13th, a +4 at 17th, a +5 at 23rd and a +6 at 27th and a +1 to all defences at 5th, a +2 at 9th, a +3 at 15th, a +4 at 19th, a +5 at 25th and a +6 at 29th. (Let's not get into the issue of whether the baseline game should assume a PC gets new magic items regularly or not. Either way, groups that are not playing according to the baseline will need to do some extra work: either adding to the PCs' base stats or subtracting from them.) Under this approach, magic items should grant numerical bonuses only rarely (if ever) and would be distinguished mainly by the additional abilities that they grant. [/QUOTE]
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