MGuy wrote:
Ok then what would be the standard? What would be the guiding line for what abilities/bonuses/defenses/etc that would be level appropriate for a given character at at a given level? How would the system allow for character customization (Say they want more of "this" here and more of "that" there)
Its pretty easy to design a standard if you know what you are doing. It starts like this:
1. Write up a number of sample characters, and what they should look like at set levels.
2. Write up a number of sample encounters for those characters to solo and to defeat as a group, and run those characters through those encounters.
3. If someone is too awesome or sucks too badly, redesign until they don't.
Now, this means that you are arbitrarily setting the bar at some point. Some people want 5th level to mean "fights bears and probably loses" and some people want it to mean "destroy tribes of giants led by a lich". When those two people argue, neither is right.
We all know that customization is awesome, but you need characters to be good at the things they should be able to do for their level. Hopefully, you give people enough options that they can be better at some of the things for their level, and less good at others, but still able to do what they need to do.
So where do magic items fit in?
"Nowhere" is the answer. Characters need to be able do level-appropriate things, so you SHOULD NOT be able to disarm a fighter as an auto-win because he should be more than his sword. Would Conan lose a fight because he dropped his sword?
So the bar for magic items needs to be low. Fire Plate that makes you resistant or even immune to fire is fine because fire is not going to show up in most or even a few of your adventures, but a Fire Wand that shoots blasts of fire as powerful as your most powerful attack is a terrible idea.
"But what if you pay class features for it?", you ask? Well, you just made an unplayable character. Someone gets a rust monster to eat your Fire Wand or tosses acid on it or just pulls it from your hand and you've become an unplayable character. This is why Disarming in 4e is a super-special trick of one class. If everyone had it, everyone would realize that tying all of your abilities to whether you had the correct kind of weapon in your hand is just insane. The basic logic of this extends to a character's dependence on magic items.
I mean, we want characters to use improvised weapons, or pick up weapons from enemies fallen in battle. We want them to put on enemy armor so they can sneak around the castle. We want them to grab the villain's life-draining dagger and stab him with it. We want the heroes to take trophies from fallen enemies and dragon hordes.
The essential problem is that if you want these things, then you can't have characters need these items to function; otherwise, to get characters what they need you have to build elaborate and unbalanced economies or anti-immersive point-buy systems of various flavors.
So those are the basic ideas. We'll see if we can kludge together a system out of that.