Havard wrote:I can't find the article right now, but Paizo's Eric Mona suggested that with 4E WotC had removed themsleves too much from the roots of the hobby. Rules-wise the game is very different from its predecessors, but this could have worked if they had not also removed themselves so much in terms of setting/fluff as well.
It's 3e Global Magical Market thing and 3e "MUD gets into settings so hard it slams their broken pieces into mechanics" - in that CR assume availability of magical weapons and protections per level.Bouv wrote:Another thing I'm not too sure if it's a "3e-ism" or "4e-ism" but the magical implements (orbs, etc.) available right off.
It started in Forgotten Realms - the principle "there's no such thing as dagger +1, but lots of mildly enchanted daggers with Light at will or Dispel Magic 1/day, or Detect Gems 3/day, of whatever" was pushed by Ed Greenwood quite consistently, and back from before FR became an official AD&D1e setting.Bouv wrote:While I believe it started in 3.x, no more "simple" magic items - a sword +1, a dagger +3, etc. It seems every magic item has to do something else on top of it's normal enchantment bonus (especially weapons and armor).
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