Shipyard Locked
How long do I have?
- Joined
- Apr 25, 2017
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It's good that 5e made magic items almost entirely optional. However, they may have gone a bit too far.
What I mean is, so many cool special abilities have been baked into the progression of the classes in 5e D&D that it's difficult to cook up magic items that don't feel redundant or boring. The Dungeon Master's Guide makes a noble effort to fill the tiny crevices left between the archetypes, feats and spells, but I often find myself flipping through the item list thinking, "That's just extra damage, the rogue can already do that, the wizard can already do that, this effect overlaps with a feat, this became redundant three levels ago..."
Homebrewing rewards in these conditions is oddly reminiscent of Magic: The Gathering or 4th edition D&D design: coming up with 25 complicated ways of doing something that was already effectively covered by 3 basic iterations. This issue is probably going to get thornier once Xanathar's Guide to Everything hits.
What I mean is, so many cool special abilities have been baked into the progression of the classes in 5e D&D that it's difficult to cook up magic items that don't feel redundant or boring. The Dungeon Master's Guide makes a noble effort to fill the tiny crevices left between the archetypes, feats and spells, but I often find myself flipping through the item list thinking, "That's just extra damage, the rogue can already do that, the wizard can already do that, this effect overlaps with a feat, this became redundant three levels ago..."
Homebrewing rewards in these conditions is oddly reminiscent of Magic: The Gathering or 4th edition D&D design: coming up with 25 complicated ways of doing something that was already effectively covered by 3 basic iterations. This issue is probably going to get thornier once Xanathar's Guide to Everything hits.