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Switch to Forum Live View Problematic Magic Items
8 months ago  ::  Oct 10, 2012 - 1:35AM #71
CVB
Date Joined: Aug 11, 2006
Posts: 799
Perhaps in older versions of D&D, but each named weapon D&DN is a specific type of weapon (For example, the Defender is actually a Greatsword, while the Vorpal blade is a Bastard sword.)
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8 months ago  ::  Oct 10, 2012 - 1:47AM #72
Sesdun
Date Joined: Sep 7, 2012
Posts: 357
I take them to be examples.

They do mention a vorpal longsword in the Rarity column on page 1.
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8 months ago  ::  Oct 10, 2012 - 2:49AM #73
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Oct 10, 2012 -- 12:44AM, LadyBlackwell wrote:

Does my polearm fighter get the shaft?



Well it's better than him getting the blade...

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8 months ago  ::  Oct 10, 2012 - 3:26AM #74
stoloc
Date Joined: Mar 28, 2008
Posts: 969

Oct 9, 2012 -- 11:06AM, Mommy_was_an_Orc wrote:

Oct 9, 2012 -- 10:41AM, edwin_su wrote:

 
corect me if i'm wrong but prices for selling magic items are only mentioned when it comes to selling items.
so am i wrong i assume the listed price is the price a player can get selling an item and not the cost for boying a item?
as the section buying magic items basicly sais their not for sale. 




That creates a lot of stress on the D&D system. If you can't really do anything with gold past buying the best available non-magical armor, there's no benefit to having gold. Being able to buy magic items means there is an obvious something to do with it.

There are ways around this, but it is really difficult to default to being unable to buy magic items.

It also doesn't make a lot of real-world sense - most people are not going to have the ideal magic item that they want to own, so if there's an opportunity to exchange or upgrade, they're likely to take it. Magic Marts are silly, but there have to be fences who know people who'd like to give up items for an appropriate price and when they see bags of gold roll into their major city(aka adventurers), it is in their interest to figure out if the adventurers are curious about a deal.




My favorite game had no buying of magic items at all.

Money was spent on things like making contacts, cost of living (it's expensive maintaining the lifestyle of both rock stars and high level adventurers), spell compnents/magic ink for the wizard to record new spells, couple of times on ressurection (which only 1 cranky person in the world could cast), mounts (including 1 flying mount which was expensive to maintain), saving up for and staffing a keep

All of the stuff that made it feel like we were in a fantasy WORLD as real folks not dispossable pieces of paper.

In that game I can name every magic item I ever owned over many years and 9 levels (levelling was slower in 1 e than recent incarnations) and almost every one I can name where I got it.


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8 months ago  ::  Oct 10, 2012 - 4:01AM #75
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

On the whole I really like the move away from the magicmart. I was chatting to my brother and he agrees, saying "I mean the whole genre has become about having the cool outfit."


You can blame video games - and I think they have a part to play here - but in general we've allowed ourselves as a community to buy into this idea that we need the outfit. It's a huge movement that's complex and far reaching. Developers make games thinking about it, players make characters with it in mind, DMs make worlds with that assumption. Every part of the game does this.


It's nothing new, really, but there is a sentiment that somehow it's become worse than it was. I don't know how true that is; I was pretty concerned about getting my +5 sword and my stat buff item in 2e.



One of the things about making the items giving flat values, optimization be damned, is it makes a magic item feel specific. To use the example folks keep tossing around, the gauntlets of ogre power that make you more like an ogre is in game is more visually exciting. Gauntlets of ogre power that give +2 str doing that as well, but the fact that there's a direct link between how strong ogres are and how strong the gloves make you encourages a more creative thought process.


I welcome the changes for what they are: an attempt to make the game less about getting the cool outfit.

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8 months ago  ::  Oct 10, 2012 - 5:30AM #76
Verdegris_Sage
Date Joined: May 7, 2012
Posts: 982
Let's roll to see what piece of equipment no one will use is in the hoarde today!
Hope you like Longswords.  You do like Longswords, right?
 If not, so sad, magic weapons not for you.
You like longswords now, yes?
 Elves like Longswords, smart Humans like Longswords, only stupid short people don't like Longswords.
 
Also, you have a Paladin, right? 
We have a Paladin in the playtest... right? 
Otherwise, who's going to attune to this Holy Sword...?
I mean, it's not like we, in this playtest, can possibly see how the weapon works in game. There's no one to use it. 

Also, those Guantlets, they boost Strength, but not even to Halfling maximum...
Yeah... about those... 

Also, the potion mixing table... yeah, no way to really affect the outcome there. Shame, that could have been fun to play with. 

As for the hyper-specialized, unique named item trend.
Fun for a low magic game. Defies any semblance of logic for a mid to high magic game.

So yeah, no more cool outfits, just a bunch of unitaskers destined for the trophy wall or the black market. 
I have an answer for you, it may even be the truth.
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8 months ago  ::  Oct 10, 2012 - 6:11AM #77
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987

Oct 10, 2012 -- 3:26AM, stoloc wrote:

Oct 9, 2012 -- 11:06AM, Mommy_was_an_Orc wrote:

Oct 9, 2012 -- 10:41AM, edwin_su wrote:

 
corect me if i'm wrong but prices for selling magic items are only mentioned when it comes to selling items.
so am i wrong i assume the listed price is the price a player can get selling an item and not the cost for boying a item?
as the section buying magic items basicly sais their not for sale. 




That creates a lot of stress on the D&D system. If you can't really do anything with gold past buying the best available non-magical armor, there's no benefit to having gold. Being able to buy magic items means there is an obvious something to do with it.

There are ways around this, but it is really difficult to default to being unable to buy magic items.

It also doesn't make a lot of real-world sense - most people are not going to have the ideal magic item that they want to own, so if there's an opportunity to exchange or upgrade, they're likely to take it. Magic Marts are silly, but there have to be fences who know people who'd like to give up items for an appropriate price and when they see bags of gold roll into their major city(aka adventurers), it is in their interest to figure out if the adventurers are curious about a deal.




My favorite game had no buying of magic items at all.

Money was spent on things like making contacts, cost of living (it's expensive maintaining the lifestyle of both rock stars and high level adventurers), spell compnents/magic ink for the wizard to record new spells, couple of times on ressurection (which only 1 cranky person in the world could cast), mounts (including 1 flying mount which was expensive to maintain), saving up for and staffing a keep

All of the stuff that made it feel like we were in a fantasy WORLD as real folks not dispossable pieces of paper.

In that game I can name every magic item I ever owned over many years and 9 levels (levelling was slower in 1 e than recent incarnations) and almost every one I can name where I got it.




Right. But what you're talking about is a game where the DM made some significant effort to make the world come alive beyond that of the dungeon. The DM could have likely had magic marts via the fence who hooks people up and you would have liked it because he/she sounds like a great DM. You even could likely have had people hawking magic items on the street and you would have had fun.

Games that rely on the DM to be great don't do very well in the marketplace.

Don't get me wrong. I'd love to see D&D be a game where the default is Tolkien - a character with 3 magic items is rare and special. But when the average encounter table hands out roughly 1.4 magic items per encounter and if you fight say 5 of them per day, 7 magic items every adventuring day ends up being a lot of items for a party of 5. Either the party is going to end up looking like Christmas Trees and/or they're going to be selling a lot of items. And that implies there's going to need to be a market for the gold the PCs are getting.

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8 months ago  ::  Oct 10, 2012 - 6:24AM #78
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Oct 10, 2012 -- 5:30AM, Verdegris_Sage wrote:

So yeah, no more cool outfits, just a bunch of unitaskers destined for the trophy wall or the black market.



Sounds to me like this is levelled more at the fact that the packet was totally bizarrely timed than the quality of the items themselves.


The whole "we rolled an item that sucks for everyone here" point can be levelled at any random magic item reward table, regardless of what's on the list.


This was a stupid packet to give us now but as long as it's here we may as well extrapolate. Nothing gets a thread war going like assumptions made with no information.

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8 months ago  ::  Oct 10, 2012 - 7:44AM #79
Xerxes13
Date Joined: Feb 18, 2010
Posts: 372

Oct 10, 2012 -- 6:24AM, kadim wrote:

This was a stupid packet to give us now but as long as it's here we may as well extrapolate. Nothing gets a thread war going like assumptions made with no information.




Yeh we definately should have gotten fixes, levels 1-10 and new class options (traditions, pacts, etc.). No one can really even use Magic Items right now so we can't really give proper feedback.

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8 months ago  ::  Oct 10, 2012 - 10:25AM #80
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 8,634
I believe they state you can slap on magical qualities to any (appropriate) weapon, or roll on the table.
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