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Switch to Forum Live View Legends & Lore: Magic Items in D&D Next
8 months ago  ::  Oct 17, 2012 - 3:24AM #281
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,400

Oct 16, 2012 -- 3:15PM, Garthanos wrote:

I actually would like more advanced attunement rules that had more potent items counting as more than one... and gaining levels allow one to gradually attune more.


Great idea.

It is simple and effective.

Not only does it help the DM keep track of magic items to make sure each of the players are getting a fair share. It also helps the DM use the number of “magic item points” to “dial up or down” how much magic they want in their campaign.



Personally, I would like each and every magic item to be measured by their “XP Adjustment”. This is the amount of power that the item adds to the character, with the possibility that the character is functioning as if one or more levels higher.

The amount of the XP Adjustment could also be used as the points that determine the quota for attunement.        

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8 months ago  ::  Oct 17, 2012 - 10:14PM #282
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,604

Oct 17, 2012 -- 1:21AM, Verdegris_Sage wrote:

Oct 16, 2012 -- 4:24AM, DemoMonkey wrote:

sirkaikillah

I admit, right up front, that the wording on the boots may just be sloppy. Or a placeholder until they put something else in. In either of those cases you are completely right.

However, there is a third possibility that gives the designers and their vision of "D&D for everyone" a little more credit. That is, that the rules for the boots are vague because they WANT different gaming groups to come up with their OWN mechanical in-game interperetation of the effects. In effect, a "fluff first" rather than "effect first" way of approaching magic items.

If they say "The boots give + plus 4 to Stealth",  even as an example, then that becomes the right and only way to adjudicate them (apart from a house ruled change). But if they say "The wearer can move silently even over dry leaves" the mechanical effect of the boots can work however your group wants AND THAT WILL BE RIGHT. The way I suggested is only how I would adjudicate them; Verdegris_Sage had a completely different idea and that was good too. Neither of us should be wrong.

(The first argument against this approach will read something like "Why should I pay for a vague half-finished game?"; and that would be a valid concern if this "you guys decide" approach was widespread throughout the rules. However, I think miscellaneous magic items is the perfect place for a few examples of this style.)





I tend to think it is incomplete as other magic items offer both a description and at least a suggestion on adjudication.  If the attempt was to just give vague descriptions and let each game table discover thier own methods for adjudicating rules with out any suggestions, then why offer suggestions for adjudication for some magic items and only a vague discriptions for others.  Brief vague discriptions work great for experienced Dms and established groups but not for an inexperienced Dm or new group.  IMO a D&D rule book should at least offer suggestions on adjudication of rules for specific magic items.  A pair of sentences is all that  most would need.

Oct 17, 2012 -- 1:21AM, Verdegris_Sage wrote:


Mind you, I'm in total support of your method at your table.
I personally don't mind fairly vague descriptions, for my games, or for games where (as people have already mentioned) a rapor or understanding exists between me and the DM.  
Organized play may suffer. 
However, so long as everyone at the game table is on the same sheet of music, I imagine things will work out.
Alternatively, the wording is vague enough that some DMs will just assume the boots grant advantage on stealth. Mayhaps a side-bar or suggestion in the DMG for adjudicating such gray areas would be helpful, especially to the newer DM.




Mind the both of you, I think both of you offered really good suggestions on adjudication.  I also think that an experienced Dm with an established group could easily house rule any suggestions regarding a specific magic item in an official rule book to suite his group and game needs.  It' s kind of a tradition for many Dms.  But those rule should offer at least a suggestion on adjudication if only as a starting point for a discussion on such house rules. 

Anyway thanks for the discussion.  Smart thoughtful debate is always good fun and educational.  You both diffenetly expanded my view on the subject, despite my disagreement.

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8 months ago  ::  Oct 17, 2012 - 10:25PM #283
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,656

Oct 17, 2012 -- 3:24AM, Haldrik wrote:

 
The amount of the XP Adjustment could also be used as the points that determine the quota for attunement.        




Sure I am in the has abandoned XPs long ago except for deciding strength of adversaries camp... because they take too much bookkeeping but I see how your idea has merits.

We need an idea of how much magic items are impacting the potency of the characters anyway... right?

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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8 months ago  ::  Oct 17, 2012 - 10:48PM #284
Gazra
Date Joined: Jul 11, 2008
Posts: 759
I don't think granting more attunement slots as you gain levels is a good idea. As you adventure more and gain levels, you're going to be finding more and more powerful items to fit into those slots. So, if you offer more slots while simultaneously increasing the power of what goes into those slots, you're getting into what I'll preemptively call the "quadratic attunement problem".
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8 months ago  ::  Oct 18, 2012 - 1:37AM #285
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,656

Oct 17, 2012 -- 10:48PM, Gazra wrote:

I don't think granting more attunement slots as you gain levels is a good idea. As you adventure more and gain levels, you're going to be finding more and more powerful items to fit into those slots. So, if you offer more slots while simultaneously increasing the power of what goes into those slots, you're getting into what I'll preemptively call the "quadratic attunement problem".



Actually the mightier items take up more slots Stormbringer is more character defining and takes up more of your attention and so on.
The other element is the idea was items sometimes grow and take up more slots.. .so you are awakening more of there powers.

Excaliber/Stormbringer only gets more power when you become more intwined with it.
 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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8 months ago  ::  Oct 18, 2012 - 8:16AM #286
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,400

Oct 17, 2012 -- 10:25PM, Garthanos wrote:

Oct 17, 2012 -- 3:24AM, Haldrik wrote:

 
The amount of the XP Adjustment could also be used as the points that determine the quota for attunement.        




Sure I am in the has abandoned XPs long ago except for deciding strength of adversaries camp... because they take too much bookkeeping but I see how your idea has merits.

We need an idea of how much magic items are impacting the potency of the characters anyway... right?


Pretty much.

XP is used in two ways. The first one matters mainly when building a character or leveling. So maybe the second way is the only one that needs simplification?

One way is having XP. Each level costs a specific amount XP to attain. But at a finer level, individual features such as feats could be worth a specific amount of XP. This would help the DM assess how much certain options are worth, such as a hero with a background in the same team as a hero without a background. Magic items are essentially extra features.

The second way to use XP is, is gaining XP from a successful challenge. The hero gains about 10% of the XP that the monster is worth - if adding together all of the features that the monster or encounter has. For example, if the monster was instead a player character that had 2500 XP, depending on the total of the features of its build, if a hero defeated this monster, then the hero would gain 250 XP.

In terms of gaining XP there should be an easy way to guestimate how much a particular encounter is worth.

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8 months ago  ::  Oct 18, 2012 - 9:29AM #287
Gazra
Date Joined: Jul 11, 2008
Posts: 759

Oct 18, 2012 -- 1:37AM, Garthanos wrote:

Oct 17, 2012 -- 10:48PM, Gazra wrote:

I don't think granting more attunement slots as you gain levels is a good idea. As you adventure more and gain levels, you're going to be finding more and more powerful items to fit into those slots. So, if you offer more slots while simultaneously increasing the power of what goes into those slots, you're getting into what I'll preemptively call the "quadratic attunement problem".



Actually the mightier items take up more slots Stormbringer is more character defining and takes up more of your attention and so on.
The other element is the idea was items sometimes grow and take up more slots.. .so you are awakening more of there powers.

Excaliber/Stormbringer only gets more power when you become more intwined with it.
 




Sounds like you'll still end up with roughly the same number of attuned items equipped. 

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