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#851198 04/06/23 07:35 AM
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I find the loot simply too little, you can hardly find armor and far too few weapons that you can change it comes so simply less fun on please build more loot, that brings more fun.
and merchants that bring something, no one wants NPC merchants only that they are there ... where is laria arrived there 1980, hey we are in the year 2023

Last edited by Wolfenring; 04/06/23 07:36 AM.
Wolfenring #851207 04/06/23 03:56 PM
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A good start to fix loot would be to remove all the useless trash loot entirely.

Namely the weird magic items with minor conditional properties and silly names. It's just trash and doesn't make the game better in any way. D&D items are supposed to feel unique and impactful like in the original games or 5e source material. And the focus should be on the characters, not on grinding new gear with microscopic upgrades.

I agree there needs to be more armor and weapon variety in full release. Some armors are missing entirely in EA and visually there is not enough variety.

Wolfenring #851208 04/06/23 05:48 PM
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Are we talking about amount, or variety?


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
Wolfenring #851215 04/06/23 09:31 PM
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In 5e most magic items are potions of healing or +1 swords and similar.
Adding some unique and or homebrew items is fine.
Having diff items that help diff builds is good.
Even in DnD players love to level up their equipment as they level up.
At lower levels magic items only need a small buff/ power to make them new.
Diff visuals would be great, for magical and non magical items.

LostSoul #851220 04/06/23 11:44 PM
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Originally Posted by LostSoul
In 5e most magic items are potions of healing or +1 swords and similar.

In fact this is untrue, and easily verifiable as such.

If that's been a reflection of the home games you've played, then you have my condolences, because in 5e Magic Items make up one of the largest sections in the DMG, and the intro to that section makes clear that what is presented, as broad as it is, is not supposed to be an exhaustive list - it gives guidelines for creating more magic items in line with the design balance of the system (Which Larian aren't really following except by occasional coincidence)

Most magic items - or at least the highest in nurmeric volume of individual items, in 5e, are actually in the wondrous item category, which is the catch-all category for any magic item that isn't equipped or worn in a specific way.

Niara #851225 05/06/23 05:21 AM
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Originally Posted by Niara
Originally Posted by LostSoul
In 5e most magic items are potions of healing or +1 swords and similar.

In fact this is untrue, and easily verifiable as such.

Im not a 5e expert...so i will clarify that healing potions, +1 swords, +1 shields, and similar seem to be the most common items that i have seen. And we have up to level 5 in EA. I will end the EA with like 40 healing potions. That means you are likely to find in a traders inventory more of these items then unique items.

I don't judge other players experience, I like unique and homebrew items. i have modded in 50+ of my own items for players to enjoy until the final game is released.
Is it Augsut yet?

LostSoul #851238 05/06/23 09:50 AM
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Originally Posted by LostSoul
Originally Posted by Niara
Originally Posted by LostSoul
In 5e most magic items are potions of healing or +1 swords and similar.

In fact this is untrue, and easily verifiable as such.

Im not a 5e expert...so i will clarify that healing potions, +1 swords, +1 shields, and similar seem to be the most common items that i have seen. And we have up to level 5 in EA. I will end the EA with like 40 healing potions. That means you are likely to find in a traders inventory more of these items then unique items.

I don't judge other players experience, I like unique and homebrew items. i have modded in 50+ of my own items for players to enjoy until the final game is released.
Is it Augsut yet?

They're certainly the most common. In my experience, DMs have taken to heart the comments of the developers regarding 5e's design assuming no or few magic items. Games seems to be pretty 'low magic' in this regard, as long as we're speaking of permanent magic items as opposed to consumables. The exception would be pre-written adventures with magic items already 'baked in'. And even then, they couldn't shake a stick at what we've already seen in BG3's EA, and these were full adventure paths that spanned up to level 14.

Wolfenring #851243 05/06/23 11:12 AM
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To LostSoul; If you were talking about BG3 specifically, then yes - impersonal +1s and potions are by far the majority... but you said 5e, not BG3 - and so when you say something is the case for 5e that is a heavily negative element of something that Larian have done with BG3, I do feel the need to correct that.

As for sparsity of loot in 5e as a system - I'm not entirely sure where folks draw that commonly repeated idea that there's some kind of developer push towards fewer magic items... it's not the case. The attunement system was designed to limit the overload of powerful magic items making up the majority of characters' powers, but that's it; it has no bearing on the amount of magic items available and generally present in a space, and the lions share of magic items that exist do not require attunement. the system doesn't encourage low/no/few magic items unless you're choosing, as DM to play in a setting or space that has that stricture... which the forgotten realms is not.

For those curious, here's some details from the DMG regarding magic items and their prevalence, in the 5e system:

Originally Posted by DMG
You can hand out as much or as little treasure as you want. Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0–4 table, eighteen rolls on the Challenge 5–10 table, twelve rolls on the Challenge 11–16 table, and eight rolls on the Challenge 17+ table.

Each roll on the 0-4 table hands out on average ~2-3 magic items, the 5-10 an average ~3 slightly better and/or 1-2 more powerful ones, the 11-16 an average ~6 minor and/or a couple of higher power items, and the 17+ between 1-8 strong or high powered items. And that's just on the horde tables, used for major quest completions and exploration goals etc. Individual finds outside of that are separate.

Quote
Overstocking an Adventure

The magic item tables in this section are based on the number of items the characters are expected to receive, not the number of items that are available in an adventure. When creating or modifying an adventure, assume that the characters won’t find all the items you place in it, unless most of the loot is in easy-to-find locations. Here’s a good rule of thumb: an adventure can include a number of items that’s 25 percent higher than the numbers in the tables (round up). For example, an adventure designed to take characters from 1st to 4th level might include fourteen items rather than eleven, in the expectation that three of those items won’t be found.

Originally Posted by XgtE
Behind The Design: Magic Item Distribution

The Dungeon Master’s Guide assumes a certain amount of treasure will be found over the course of a campaign. Over twenty levels of typical play, the game expects forty-five rolls on the Treasure Hoard tables, distributed as follows:

Seven rolls on the Challenge 0–4 table
Eighteen rolls on the Challenge 5–10 table
Twelve rolls on the Challenge 11–16 table
Eight rolls on the Challenge 17+ table

Because many of the table results call for more than one magic item, those forty-five rolls will result in the characters obtaining roughly one hundred items.

Generally speaking, though, in video games, the density of magic items is quite a bit higher than in PnP campaigns, because they have to put that over-stocking principle front and centre to account for every possible player's needs or wants, as much as they can, so it's to be expected that there'll be a higher density here either way.

Wolfenring #851274 05/06/23 09:32 PM
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Yep. Bg3 is a high density of magic item zone !
Which I'm cool with.
I'm curious what homebrew larian creates for other classes (eg monk) and what changes they make in the full game.


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