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8 months ago ::
Oct 08, 2012 - 8:43PM
#1
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A quote from L&L article today on magic items. As I mentioned above, we want to make items more interesting to discover. The following items are from a playtest adventure that we are slated to release in a few weeks. They do not use the rules for attunement—these items represent a mid-point step in our development of the rules. In other words, they show you the kinds of items you can expect to see in published adventures. Whenever possible, we'll err on the side of taking the time to design new, unique items for adventures, rather than give out treasure that you could simply pluck from another source.
Items being unique to adventures again! That sounds amazing. Is anyone else totally stoked about how they are taking magic items back to a 1e and 2e feel?
My two copper.
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8 months ago ::
Oct 08, 2012 - 9:15PM
#2
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Yes and no. What I don't want is the feeling that magic items are needed. I know they are moving away from that, but I remember feeling magic items were needed in 2nd to keep up with monsters. I also do not want to see magic weapons and armors requiring a +1 or better before adding the fun stuff to them, as it was in 3rd. (Which was the basis for one of the worst arguements between my wife and myself, lol)
What I do want is flavorful and fun magic items. Which is the intended direction. So we can have the flaming sword without the riggamarole of putting a prerequisite +1 enchantment on it first. I really do like the item history creation charts. Gonna play with those tomorrow and see what I roll up.
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8 months ago ::
Oct 09, 2012 - 12:20AM
#3
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A quote from L&L article today on magic items.
As I mentioned above, we want to make items more interesting to discover. The following items are from a playtest adventure that we are slated to release in a few weeks. They do not use the rules for attunement—these items represent a mid-point step in our development of the rules. In other words, they show you the kinds of items you can expect to see in published adventures. Whenever possible, we'll err on the side of taking the time to design new, unique items for adventures, rather than give out treasure that you could simply pluck from another source.
Items being unique to adventures again! That sounds amazing. Is anyone else totally stoked about how they are taking magic items back to a 1e and 2e feel?
Yes which means unnecessary item blot. Imagine if they put out 100 adventure's between stand alone modules and Dungeon issues during the 5E run, now imagine if there were 5 new magic items per adventure. Do the math...
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8 months ago ::
Oct 09, 2012 - 2:05AM
#4
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Date Joined:
Mar 16, 2011
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I really like the magic item section in the latest playtest packet. The way the items have descriptions of their appearance, background and secrets gives so much flavour.
My only slight gripe is that the encounter award table suggests even in easy encounters there is a 50% chance of being at least one magic item. This seems to bit too much to me. I would expect 1-2 items per adventure.
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8 months ago ::
Oct 09, 2012 - 7:01AM
#5
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Date Joined:
Dec 11, 2009
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I love the magic item "Detail Charts". I just created an otherwise boring item (+1 longsword) that is now oozing with flavour, and it hardly took any time at all.
The +1 Longsword (called Child-Cleaver in the Elven language) is a feather-light, thin blade with a keen edge. The hilt has a vine motif, with a coiled grip and crossguards that look like blooming flowers.
This blade has a sinister reputation. Originally created as a wedding gift, this symbol of everlasting love was severely misused by its elven owner who, in a jealous rage, used it to murder his wife (who he suspected of adultery) and her children.
This sword, disgusted by its previous misuse, now grows uncomfortably hot whenever its owner contemplates or undertakes a malevolent act. In addition, the bearer of this weapon feels a sense of distaste and discomfort while it is in his possession.
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8 months ago ::
Oct 09, 2012 - 10:02AM
#6
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I love the magic item "Detail Charts". I just created an otherwise boring item (+1 longsword) that is now oozing with flavour, and it hardly took any time at all.
The +1 Longsword (called Child-Cleaver in the Elven language) is a feather-light, thin blade with a keen edge. The hilt has a vine motif, with a coiled grip and crossguards that look like blooming flowers.
This blade has a sinister reputation. Originally created as a wedding gift, this symbol of everlasting love was severely misused by its elven owner who, in a jealous rage, used it to murder his wife (who he suspected of adultery) and her children.
This sword, disgusted by its previous misuse, now grows uncomfortably hot whenever its owner contemplates or undertakes a malevolent act. In addition, the bearer of this weapon feels a sense of distaste and discomfort while it is in his possession.
This was awesome.
I guess I'm just tired of the "Build-an-item" lists. In 3e and 4e, where magic items were more common, they were fine but boring. But when trying to make magic items more unique and interesting, the way they are going fits muchbetter.
My two copper.
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8 months ago ::
Oct 09, 2012 - 1:15PM
#7
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Date Joined:
May 24, 2012
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I like these tables so much, I'm going to start using them right now in my 3.5 game.
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8 months ago ::
Oct 09, 2012 - 1:28PM
#8
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Date Joined:
May 12, 2009
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I am really happy with the the direction of magic items in D&D Next so far and find them exciting and magic again!
Yan Montréal, Canada
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8 months ago ::
Oct 09, 2012 - 1:41PM
#9
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Date Joined:
Jan 30, 2007
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I am really happy with the the direction of magic items in D&D Next so far and find them exciting and magic again!
I have to agree. I was a bit... wary of the idea that "you will not need magical items to play the game", but it seems they proved me wrong. Anything beyond +1 will be hard to get, and the rules look like they will prevent item-centric builds from being possible in the vanilla setting.
Even though I'm an Eberron fan, I like these rules (and feel like I can easily modify them for rare-magic and common magic settings)
Salla, on minions: I typically use them as encounter filler. 'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'. Kind of like monster styrofoam packing peanuts.
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8 months ago ::
Oct 11, 2012 - 11:13AM
#10
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Date Joined:
Aug 20, 2007
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My two cents worth........
My gaming group is still playing in Edition 4.0 and any discussion of D&D Next (aka D&D 5.0) has been 'house ruled' as a taboo subject until such time as Wizards of the Coast actually has a finished D&D 5.0 product. (Yes, my group is somewhat odd)
Anyway, if what I am seeing with the proposed new rules for Magic Items is the way that things are going, then I can make do.
If the emerging consensus is that enchanted items such as swords, armor and the like, are considered to be very rare, if not nonexistent, I can handle it just as long Wizards of the Coast does not plop a monster into the mix that can only be harmed by enchanted weapons. As long as the monsters can be harmed using ordinary wooden or steel weapons, I will be content using ordinary wooden or steel weapons.
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