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Dungeons & Dra.. D&D Next General D.. 5e: please, please don't make magic gear essential
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1 year ago  ::  Apr 12, 2012 - 1:24PM #11
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
The issue with bonus types is that having untyped and a lot of different types of bonuses leads to too much stacking IMO and causes balance issues.  If an item gives you a bonus to damage I want it to be an item bonus and you can get one of them.

See the charge package in 4E for an example of this since you have items like the horned helm and shards adding untyped damage on top of the damage boost PCs get from IAOP, but there are other examples of this in 3.5 and 4E with things like AC stacking disproportionally for some builds.

I don't remember enough about 1E& 2E to know if this was a problem then.
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1 year ago  ::  Apr 12, 2012 - 2:03PM #12
Avric_Tholomyes
Date Joined: Mar 31, 2012
Posts: 334

Apr 12, 2012 -- 12:53PM, rampant wrote:

Did you not play until darksun or something? Much as I love 4e it may be the single best example of my issue with magic items. It assumes that players of x level are gonna have magic items of +y or better. A lot of time and book keeping goes into making sure your items are all up to date, and I'd rather not spend time and treasure spots on handing the druid his next higher plussed staff of ruin.




One thing I'm thinking of doing, to get rid of this problem is to add inherant bonuses (DMG2), and magic items that don't add enhancement bonuses, but still have the magic effects. That way, the Druid still get's the Staff of Ruin, but it doesn't need a next plussed one. The problem is that it makes the rewards run dry at higher levels.

I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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1 year ago  ::  Apr 12, 2012 - 2:12PM #13
rampant
Date Joined: Oct 26, 2004
Posts: 7,988
Not really, you just have to pick items for their special abilities. More wondrous items or rings, and less amulets.

Ok So reduce magic item bonus stackage. Am I hearing you G.O.? 
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1 year ago  ::  Apr 12, 2012 - 2:20PM #14
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Yeah, I don't want too much bonus from items stackage.
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1 year ago  ::  Apr 12, 2012 - 4:48PM #15
Bremc_Aus
Date Joined: Jan 9, 2012
Posts: 128
One of the best things about 4E was the separation of character power from Magic Items.

In a 3E campaign I had characters lose a fight, but instead of killing them I captured them,stripped them of their gear, and set them up on a lumber mill under the eye of a group of ogres. Even with the ogres being 5 levels lower than the PCs they were pretty much useless. The minute a fight started two of the players said the game was unplayable without their magic items - and the biggest issue is they were right.

The same encounter in 4E had the characters with clubs and no armor, and ogres the same level, and it was a fight the characters won, though it was a hard won victory.

If you can write encounters because the system prevents you from doing so, like 3E does when you take magic away from characters, then the system is too limiting.
My thoughts on what works and what doesn't in D&D and how D&D Next may benefit are detailed on my blog, Vorpal Thoughts.
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1 year ago  ::  Apr 12, 2012 - 5:51PM #16
rampant
Date Joined: Oct 26, 2004
Posts: 7,988
Especially because in 3e the gear dependency was heavily skewed towards the warrior classes, mages were nowhere near as dependent upon magic items as fighters.
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1 year ago  ::  Apr 12, 2012 - 7:13PM #17
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,529

Apr 12, 2012 -- 5:51PM, rampant wrote:

Especially because in 3e the gear dependency was heavily skewed towards the warrior classes, mages were nowhere near as dependent upon magic items as fighters.




Well if you don't count the spellbook then I'd definitely agree.  The spellbook though was pretty much the entire wizard.  Remove it and you are done as a wizard.

Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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1 year ago  ::  Apr 12, 2012 - 7:28PM #18
rampant
Date Joined: Oct 26, 2004
Posts: 7,988
Not if you took spell mastery, or tattoed a few favorites on your skin, I had one guy get really clever since the bad guys had this habbit of skinning tatts off captured mages, he inked a few spells on the barbarian, were it blended in with the tribal stuff and no one bothered to check the big ugly guy with an axe for spellbook pages in his tatts. 

You could also fold up a page in a capsule swallow it and barf it up later, or suppositories, or one guy even rigged his book to teleport back to him whenever they got separated.

Furthermore a basic spellbook can be replaced at any town with paper and ink, a fighter who lost his +5 giant bane axe of collision had to scrape up more than 100k and find the right vendor/craftor to replace his tools.
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1 year ago  ::  Apr 12, 2012 - 7:44PM #19
shintashi
Date Joined: Feb 16, 2012
Posts: 843
many magic items were designed for fighters to receive. If I was a game designer, I would assume something like the following:

+1   Fighter 4-9
+2   Fighter 10-13
+3   Fighter 14-19
+4   Fighter 20-23
+5   Fighter 24+

These bonuses would exist at least once in the fighter somewhere on his or her person. It might be a shield, or armor, or a hammer, or whatever, but it would be there. The basic premise is Weapon Immune creatures. This is not the same as assuming a fighter has +5 armor, +5 shield, and a +5 sword they are specialized in. That's being excessive. In real games, you often end up with enchanted equipment you can't even use properly, but keep it because you might need something sufficiently enchanted to strike some weird extraplanar creature. That's sort of normal to fantasy stories too - you end up using some weapon type you don't know or like to kill the rare monsters. I liked kensai because they didn't have this flaw, but they also got screwed with no access to armor, trading one flaw for another.

When doing main villain calculations vs. damage and THAC0, you could assume the above bonuses appear at least once. So if you had magic armor +4, you might not have a +4 sword at all, so you factor in the idea that a higher level warrior would have either a solid negative armor class, or a solid Negative THAC0, or a modest +2/+2 in both.

If you design your games around the assumption of lots of magic items, then you might as well put in no magic items at all.
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1 year ago  ::  Apr 12, 2012 - 7:54PM #20
rampant
Date Joined: Oct 26, 2004
Posts: 7,988
OR we could ditch + items and focus on special abilities.
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