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Switch to Forum Live View Magical Settings: High or Low?
1 year ago  ::  Jan 27, 2012 - 5:10PM #1
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
It feels to me that 4e (which I enjoy) assumes a much higher magic campaign than 2e (which was my other main experience with the game).  In 4e, magic items are handed out to players from first level and identifying them is easy.  From fourth level or so you can start making your own items.

While this high-powered fantasy seems pretty essential to the whole vibe of 4e, there's part of me that feels that magic is far too commonplace in this edition.  A sense of wonder is lost (in return for faster play).

What do people think?  Should magic be accessible and common in 5e or more obscure and rare?
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1 year ago  ::  Jan 27, 2012 - 5:21PM #2
ciaran
Date Joined: Apr 16, 2005
Posts: 2,892
I prefer slightly lower than mid-level magic. In my games, I feel a magic item at levels 1-3 should be a pretty big deal.

I do, however, like that magic items are easier to make than in older editions.
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1 year ago  ::  Jan 27, 2012 - 5:26PM #3
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
Totally agree about magic items.  In 2e I don't know that I ever saw a magic item get made - the system in the DMG suggested that making magic items could be the subject of several epic adventures.

In 4e, it's good that you can make your own magic items but they almost feel a part of your character build.  Not sure how I feel about that.

I'd definitely like 5e to treat magic as less common.
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1 year ago  ::  Jan 27, 2012 - 5:37PM #4
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,778
> the DMG suggested that making magic items could be the subject of several
> epic adventures.

  Because that's what happens in most novels.

  The problem with that idea is that a D&D game is not a novel. The make-an-item epic adventure works in a novel because it's a plot device that drives the whole story, which is usually over shortly after the item is made (and thus used to vanquish whatever foozle the characters are up against).

  That is not true of making a magic item in a D&D campaign, and insisting on "epic adventures" for every one a character makes would turn the game into a different form of "Magic: The Gathering" (of all of those 'rare and wondrous' reagents, of course) with the PCs doing very little else.

  Of course, 2E made it even worse: after all that, you had a d% roll with a high chance that the whole thing fizzled. Congratulations, you've just completed your epic waste of time.
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1 year ago  ::  Jan 27, 2012 - 6:00PM #5
Doomjester
Date Joined: Mar 7, 2009
Posts: 82
Granted, the 2e model was heinously difficult.  I'm not trying to advocate for it in any way.

I would however, advocate for a default setting where magic items are not as commonplace as they are assumed to be in 4e.
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1 year ago  ::  Jan 27, 2012 - 6:30PM #6
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095
A simple, optional rule for removing the need for magic items goes a long way.
Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago  ::  Jan 27, 2012 - 6:43PM #7
DontEatRawHagis
Date Joined: Sep 20, 2010
Posts: 871
Just to make mention 4e's Fixed enhancement bonus did make it easier to do low magic settings.

Also I would say that Low Magic settings are my personal favorites. When even a mage has to worry about a knight with a sword you know your on an even playing field. 
Ant Farm
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1 year ago  ::  Jan 27, 2012 - 11:10PM #8
Dreamstryder
Date Joined: Jul 5, 2001
Posts: 867
From the Class Design Seminar: @1:36
Bruce: Right out the gate, since magic item acquisition isn't part of the level progression a DM can say that you're going to have to work really hard for your magic. Also, the thing that Monte was talking about with your xp progression being modifiable, you could really stretch out those levels to have a low fantasy or lower power kind of game.

Good news! Divvy them as you like with no mechanical malfeasance. For me, it's "exceptional," not "expected," but in, say, a science-fantasy setting, the DM may want to make special "gadgets" more common.
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1 year ago  ::  Jan 28, 2012 - 6:14AM #9
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,761

Jan 27, 2012 -- 6:30PM, Pashalik_Mons wrote:

A simple, optional rule for removing the need for magic items goes a long way.



Nod I like how the inherent bonus method can be used right along side magic items ... so I can have a Lancelot with boons and inherent bonuses, and a King Arthur who might acquire Excalibur before his inherent bonus ever catches up with it making it feel like a definite benefit. 

Really the alternate rewards section of the DMG2 and some of the stuff from the Arcan Vault work really well. 

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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1 year ago  ::  Jan 29, 2012 - 6:28AM #10
heblmedic
Date Joined: Jan 10, 2012
Posts: 142
Being a fan of Dragonlance as a campaign setting, I like my magic items rare. It makes their aquisition more exciting, and makes for more challenging game play.
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