tussock wrote:You can totally build a game where characters do not need magic items to win, and that game can have magic items that characters will want to use, and those items do not have to have synergy with character build options either way. Those things are all completely orthogonal.
But a fucking fighter WANTS his magic sword thats better than a non-magic sword to
be better than a fucking normal sword, he want's magic swords to synergise with his fighter abilities in ways a crystal wizard orb DOESN'T just as the wizard wants the crystal wizard orb to do things
he cares about in the primary field he fucking specializes in.
"Single use fucking wands of death" is a contrived, and ultimately lame "classic example". No one wants those. WTF? Not to mention the whole fucking paragraph of "classic example" reading like a confused non sequitor. Oh, then they go back to using all the OTHER class related synergistic dependancy items they always used like nothing... wait WHAT? I though that was a classic example of how to STOP FUCKING DOING THAT. Your example of "how to make role themed items mattering a thing of the past!" flat out just doesn't do that. In the example. It just straight up says so. Your contrived and unlikely scenario
kinda needs some work there.
You can combine that with needing some items, having a subset of the items
The size of the set of items you may need in systems where items matter WILL differ from system to system. We care why now?
In the mean time lets go to a "classic example" that someone other than you came up with since it more concisely says what you were PROBABLY trying to say. The "Bag Of Holding".
The problem is not ALL items can be a bag of holding. And even the bag of holding has potential synergies and stacking combat strategies bullshit. I think the prime example of this is when the same poster who brought up the bag of holding followed through starting the next paragraph with "A sword that always lets you strike first in combat!"... as if that WERE NOT a direct and significant contribution to improving a swordsman's raw combat power just because it wasn't a +1.
Basically you MIGHT be able to do
utility items that do stuff which doesn't contribute directly to character build synergy and combat effectiveness. MAYBE and its a big maybe that you won't get
utility build synergy instead or STILL end up with combat synergy through more elaborate Rube Goldberg contrivances.
But even IF that worked it can only work at the expense of dropping
magic fucking swords out the bottom of your item mechanics and never touching them with a ten foot pole. Because when you do if you are LUCKY you get the "sword that always strikes first in combat".
And I'm sorry, but
magic swords are in. You can argue about the specifics, and you can argue about the terribleness of the +1 sword and the more terribleness of the +1 thru +5 sword, but ultimately SOME form of magic sword that matters to guys who hit things with swords IS in and you cannot and should not avoid it.
And it can totally be randomized if you're careful about the cumulative odds
Totally could. Again. Take Diablo 3. Bad odds, no items, no rewards, no fun, characters could not function. Torch Light 2, good odds, rich drops, lots of rewards, plenty of options, lots of notable class targeted quest reward items peppered in for good measure and other means of influencing item qualities, that worked, that's a game worth playing with some friends.
...But, this isn't a computer game. We don't really have the resources to waste on needlessly excessive random generation if we have other options. And anyway, we don't
actually want swarms of flies dropping plate mail and fish net stockings. And we don't NEED a randomised loot table mechanic to do anything other than make up for lack of GM creativity in a hard pressed moment of inattention.
It is generally better for the Bikini Gun Elves to drop lots of appropriate arbitrary Guns and Swimsuits, and not drop random battle axes and dinner suits, and if they ARE carrying an unusual item it is better if it is an item that has been
deliberately selected to be either a potentially useful option for one or more PCs, or else a fun exciting "other bullshit" item. Randomly you might just find that the unusual one off item is, very regularly
neither of those things. A loot system that regularly generating item drops that
aren't being used by their owners and are
not useful to PCs and
aren't fun for PCs is a loot system that is wasting game time resources generating chaff.
And as a rule both time and calculation resources in TTRPGs are significantly more precious than in CRPGs.
...PS and don't go giving me "oh but what if you roll loot FIRST! Then that one Bikini Gun Elf was wearing a tuxedo and using a battle axe ALL ALONG!" that is STILL generally bad.
...PPS aaaand don't go giving me "well then the tables will have elaborate series of contextual limitations that ensure that the black sheep Bikini Gun Elf gets a crossbow and a one piece instead!" because at that point you've effectively designed a monstrous contraption both more complex and less effective than arbitrary GM selection.