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Switch to Forum Live View Magic items to NOT be mechanically important
1 year ago  ::  Jan 27, 2012 - 12:57PM #1
wuzzifizit
Date Joined: Aug 21, 2007
Posts: 86
Mentioned in the chat logs for the D&D Experience.  I, for one, am totally excited about this.  As Mearls said, it brings the exploration back into the game.

What are your thoughts?

Edit: Changed "comfirmed" to "mentioned" 
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1 year ago  ::  Jan 27, 2012 - 1:00PM #2
Zombie_Babies
Date Joined: Dec 24, 2007
Posts: 34,737
Meh, I like mechanically important magic items.  If they don't do anything of note, who cares?
Resident Prophet of the OTTer.
Section Six Soldier

Front Door of the House of Trolls

If you're terribly afraid of your character dying, it may be best if you roleplayed something other than an adventurer.
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1 year ago  ::  Jan 27, 2012 - 1:01PM #3
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,066
Bruce: Magic items have always been a part of the game, but with 4th it became part of a player's natural progression so that you would have to pick up items from stores or other places to keep up. One of the negative things that brought up was that it eliminted some of the exploration that was so integral in earlier editions. You no longer had to go questing or searching for that magic item. We want to decouple magic items from character progression so they're not needed, and return that exploration and excitement of finding magic items.

Greg: Monte you had a poll like this in your L&L, do you remember what the results were?

Monte: Yeah, it was surprising. A majority wanted magic items to be special and not to be able to buy them in shops and such. Of course that could be campaign specific. We're running with the idea that magic items are special and not bound to character progression, though things could change through playtesting. But we want it to be something that the DM plans, or something that a player/character wants to go on a quest to get that magic item they've heard of or need to accomplish there goals.

sounds good to me but remember it is only a seminar this is discussing things they are thinking about.
so already calling it confirsmed might be a bit to soon, puting it in the very likly group is no problem. 
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1 year ago  ::  Jan 27, 2012 - 1:06PM #4
Mathus
Date Joined: Jan 3, 2004
Posts: 54
I play in an Eberron world.  I love the Artificer and the "magic-punk" theme of that world and the quick availability of magic items.  I could see them becoming less mechanical.  Drop the +3 to hit on it and just have it do effects.  But I would be sad to see my magic items go away.
....though I must admit, there is something to be said for carrying a bloodstained DMG around. Definitely gets the newbies' attention.
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1 year ago  ::  Jan 27, 2012 - 1:19PM #5
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,066

Jan 27, 2012 -- 1:06PM, Mathus wrote:

I play in an Eberron world.  I love the Artificer and the "magic-punk" theme of that world and the quick availability of magic items.  I could see them becoming less mechanical.  Drop the +3 to hit on it and just have it do effects.  But I would be sad to see my magic items go away.





I think they are not sugestiong they go away they do also mention it would be campaign dependent.

but as it is now in 4th edition your at 50% to hit against a monster of your own level.
to get to this 50% to hit the system assumes you have a +x magical weapon apropriate to your level.
so having a magic weapon does not make you better at hitting creatures of your own level it just prevents you from  getting worse at hitting a same level opponent.


I think this is what they suggest for 5th. 
your ar 50% to hit against a monster of equal level, this assumes you have no magical weapons.
so if you have the +3 magical weapon you suggested you would be at 65% to hit against a equel level monster. 

this would also help the people that said 50% is a too low hit chance. 

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1 year ago  ::  Jan 27, 2012 - 1:26PM #6
Pa11ad1n
Date Joined: Jan 9, 2012
Posts: 356
The meaning of 'not mechanically importnat' in this case isn't reffering to how they work (+1 etc.)... but more as to how they fit in with level and balance.  It appears that they will not be assumed and will be harder to get.

From what has been said default will be 'more special' as in 'not available from the corner shop'.

Nothing has been said that suggests that magic items are going away (unless your DM wants them to... in which case it isn't a problem, he should be able do that)


Reading this made me want to do my happy dance.  
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1 year ago  ::  Jan 27, 2012 - 1:28PM #7
Nausicaa
Date Joined: Feb 3, 2006
Posts: 3,101
I liked this probably more than every other thing they said today (with the exception of the return of 1e clerics, yay!). This way a magic item could really become a prized treasure and not something to hoard, like i'm accostumed to do in 4e.
Chauntea/Lathander/Torm Cleric since 1995

My husband married a DM - καλὸς καὶ ἀγαθός

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1 year ago  ::  Jan 28, 2012 - 1:17PM #8
halvgrim
Date Joined: Jan 12, 2012
Posts: 448
Ideally the rules should work well in low magic campaigns as well as a high magic campaigns.

Perhaps wizards could get a 5% bonus to XP in high magic campaigns keep the balance between the classes.
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago  ::  Jan 28, 2012 - 1:48PM #9
sfdragon
Date Joined: May 8, 2004
Posts: 10,350
having the magic items campaign specific might have more its in the phb that magic items yadda yadda yadda deals...


but its all meh until AFTER the playtest 
a mask everyone has at least two of, one they wear in public and another they wear in private.....
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1 year ago  ::  Jan 28, 2012 - 3:15PM #10
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,302

Jan 27, 2012 -- 1:01PM, edwin_su wrote:

Bruce: Magic items have always been a part of the game, but with 4th it became part of a player's natural progression so that you would have to pick up items from stores or other places to keep up. One of the negative things that brought up was that it eliminted some of the exploration that was so integral in earlier editions. You no longer had to go questing or searching for that magic item. We want to decouple magic items from character progression so they're not needed, and return that exploration and excitement of finding magic items.

Greg: Monte you had a poll like this in your L&L, do you remember what the results were?

Monte: Yeah, it was surprising. A majority wanted magic items to be special and not to be able to buy them in shops and such. Of course that could be campaign specific. We're running with the idea that magic items are special and not bound to character progression, though things could change through playtesting. But we want it to be something that the DM plans, or something that a player/character wants to go on a quest to get that magic item they've heard of or need to accomplish there goals.

sounds good to me but remember it is only a seminar this is discussing things they are thinking about.
so already calling it confirsmed might be a bit to soon, puting it in the very likly group is no problem. 


Dear Bruce:

Nobody has ever bought a magic item in any of my campaigns. The very concept of a magic shop would make someone's head asplode. Never was needed in 4e. I guess this is news to you guys.

In point of fact it is the situation where items are entirely optional in which they have no place in exploration. You BETTER want to go questing for that +4 sword because truth is you gonna need it where you goin' baby!

That is not dead which may eternal lie
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