While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2012. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.
When I wrote this article it was to make a statement about character development. The idea was that having a magic item with a special power you found interesting was more important than whether or not the magic was +2 or +3. But when I reread this article I realized that it’s also a commentary on the abundance of magic in 4e D&D. When we have so much magic in the game it really belittles all of it.
In a game where only one PC has a magic sword (think King Arthur and Excalibur, for example), everyone will look at the item and the character wielding it as extraordinary. But when every member of the party has a magic sword none of them are seen as special. This is compounded even further if all the bad guys have magic swords. Yet this is exactly how games in the 4e D&D world play out. There’s magic everywhere. And with so much choice it’s no wonder that players will overlook some items for the promise of something more to their liking later. Or in the case of the examples I use in this article, the PCs won’t trade up to better items because they’re happy with the ones they’ve got.
Personally I like games that are magic rich. To me that’s D&D. I’ll admit that eventually too much magic can complicate things (as we’ve learned during 4e epic play) but I’m ok with that. On the opposite end of things I’ve played games in low magic settings (Dark Sun, for example) and I’ve realized that this is not something I enjoy. There needs to be some kind of middle ground and I believe that we’re seeing that shape up in the D&D Next play-test packets.
There seems to be a definite shift with D&D Next towards making magic items special again. The mechanics are being retooled so that adding a +1 sword to any character is going to be a big deal. Tack on some kind of additional special property like a fire, lighting, or acid and now you’re really got something unique. I have high hopes that there will be a lot more balance in the distribution of magic items when they land on final rules. If done right, any magic treasure will be coveted and players won’t find that they reach a point where they no longer care about the plus on their item because they’ll just be happy to have any item at all.
From May 29, 2012, Dungeon’s Master once again presents: When the Plus (+) No Longer Matters.