Results for tag: magic items
Posted by: The_Jester on Mar 27, 2013 at 04:18:36 PM
This article drifts into an esoteric aspect of worldbuilding. Some articles in this series are neutral in regards to Bottom-Up or Top-Down worldbuilding, applying equally to both. Then there’s trade and economics, a subject that quickly gets finicky and OCD even when building a Top-Down world for mass consumption.
Regardless, it can be handy to know some of the major trade routes of the region as well has how towns and nations support themselves. It’s also useful to keep in mind the economics of the world and the game.
As this is such an esoteric topic, I’ll be covering a couple topics at once to keep things short.
Below are links to the other chapters in this series.
Posted by: The_Jester on Apr 15, 2011 at 05:44:35 PM
Today, I’m looking at magic items, as requested by ramius613 a little while back. I’ve mentioned magic items quite a few times, but I don’t believe I’ve dedicated an entire blog to the fail that is 4e’s magic items. Or, at least not since 2009 and this embarrassingly early blog.
I think my biggest problem comes from the inherent lack of rarity of magic items. Magic items are assumed for the math of the game. It wasn’t until the DMG2 and its addition of optional inherent bonuses – a full year into the edition – where a low(er) magic game became possible. And that rule is buried in the back of the book, hidden under a wall of text. I can never find it when I needed and often turn to the Dark Sun book where the rule was reprinted...
Posted by: The_Jester on Feb 5, 2011 at 04:59:51 PM
The cancellation of Mordenkenian’s Magnificent Emporium has created a little bit of speculation. The edition is already bordering on too many magic items as there are two full books (the Adventurer’s Vault series) already crammed with magic, so there doesn’t need to be many more. But, Essentials added the barely supported rarity system to magic items, and there are precious few Common magic items or Rare magic items.
If you count all the Rare items in the Compendium, there are only... um... well, actually I'm actually not sure how many Rare items there are. Despite the recent Compendium update (designed to make the Compendium easier to change and customize), you still can't search items by Rarity. And even the few items made retroactively Rare (such as the vorpal sword...
Posted by: The_Jester on Jun 14, 2010 at 08:24:21 PM
Today I reach a blogging milestone, with this being my 150th D&D 4e blog post on the WotC Community Forums. I started blogging here shortly after they introduced the new social networking site design to the forums, adding groups and blogs. WotC went to the trouble of giving all their users blogs, and I enjoy writing – because I love to hear myself talk but loath the sound of my voice – so I decided to see how long I could write about this game I love before I completely ran out of topics.
So, 150 blogs in. I'm nowhere near a certain Chatty DM, but that's fine.
But I just thought I'd pause for a moment to blow my own horn and thank everyone who's friend-ed me to read my blog, and whomever at WotC decided to slip me into the "Featured Blog" box along with the likes of Dr. Monstro and...
Posted by: The_Jester on May 3, 2010 at 12:54:12 PM
This week I'm looking at throwbacks and vestigial elements of the game, ones that were either removed for 4th Edition or kept for reason only the Holy Bovine knows.
The Holy Bovine only accepts minotaurs as clerics and is the reason runepriests were added to the game.
Today I'm starting with random magic items. The tables that gave your 2nd level rogue a +3 greatsword and your 13th level fighter a +1 hand crossbow. Good riddance, right? Right?!
D&D has long had random magic item and treasure tables, where a roll determines how many coins the party receives, of what denomination, and what magic items – if any. There's a great Gygaxian rant on page 92 of the 1e Dungeon Master's Guide about how "thoughtless placement of magic items has been the ruination of many a campaign."...
Posted by: The_Jester on Oct 6, 2009 at 02:32:52 PM
Deciding whether or not to add magic item shops to your campaign is a big decision. It determines if magical items will be just another item to be bought, sold, and bartered or treasure to be won and discovered.
Yet that is grossly oversimplifying the matter.
Even in the most well-designed campaign there is going to be an item that the PCs want that there just has not been an opportunity to work into the design or parcel system. It might be the two-weapon warrior (tempest fighter or suicide ranger) who needs that extra magic weapon. Or that versatile rogue who wants a magical shuriken and dagger. Or that paladin who needs a passable weapon and holy symbol.
So they take their hard-earned gold and venture into town and decide to buy the item instead of waiting for it to appear.
Posted by: The_Jester on Sep 11, 2009 at 11:11:02 AM
I don’t like 4th Edition magic items.
I like the basic set-up. Players can easily gain access to rituals and regularly gain magical items of their choice.
I like the simplicity and fewer slots and the higher level assumption of roughly three items per character (weapon, body, neck) instead of the 3e Christmas tree.
I like the set-up of the powers and how they’re essentially another option but not more important that your class or racial powers.
I also like that items have powers instead of the bland stat-boosting items that dominated 3e.
I just don’t like their frequency.
Getting into D&D in earlier editions and regularly reading Dragon Magazine I was taught to never think of it as just a +1 Sword. It was magic and special, and DMs everywhere were encouraged to make...