Anatomy of Failed Design: Magic Items
Posted: Tue Apr 14, 2009 8:54 pm
Magical items have been one of the fundamental building blocks of D&D since forever. It's also no secret that magical items by and large suck horse ass. Now while not everyone agrees that every single aspect of magical items suck, there's certain enough wrong with them in the abstract that nearly anyone can find something they don't like. So here we go, a list of issues/problems with magical items in no particular order of importance.
Sliding Scale of Lottery vs. Letter to Santa: At the lottery end of the scale, the players are at the complete mercy of the rules to give them magical items. At the most extreme end, there's absolutely no way for the players to get what they want or even know when they're getting it. At the Letter to Santa end, the players decide exactly what they want and the game gives it to them without much hassle. The Lottery system attempts to be balanced by forcing people to play it at certain breakpoints; for example, in 4E you're almost guaranteed to gain a magical weapon at least once every 5 levels. Regardless, in 1E and 2E the game was heavily on the 'Lottery' end of the scale, which created problems like players getting a +1 longsword when they had a +2 one already or a dwarven Axelord grabbing a Luckblade. D&D is pretty much the only system where magical items aren't explicitly selected by the players or inserted by the GM, so it might seem obvious to get rid of it.
However, some fans claim that playing the lottery is part of the fun. It adds excitement and prevents players from getting locked into a cycle where they grab nothing but Flaming Longswords and Shadowy Breastplates of increasing pluses.
Sliding Scale of Blingee: Some settings believe that characters should only get one or two magical effects that really matter. Others believe that characters should be decked out in magical gear until they literally have magic on their toes. Please note that how many magical effects a character has is in no way related to how many distinct pieces of gear they have. Iron Man has gear coming out his ass while Green Lantern only has the one ring, yet only a retarded system would give Iron Man a character tax or a discount just because he has jet boots AND a shoulder cannon.
3E D&D fucked up because they have quadratic costs for linear bonuses, such that players would go hunting for divine and competence bonuses to attack before they worked on their enhancement bonus. 4E at one point took the more sensible route and declared that only certain body slots could have certain effects attached to them, avoiding the problem of people searching for belts and hats of Bonus Attack; but then they fucked it up all over again by introducing untyped bonuses in the Adventurer's Vault. Sigh. But the idea that you could only have one non-stackable bonus to a statistie coming from an item was more-or-less sound.
But anyway, even if the Blingee Bonus problem was solved, it still leaves the issue of how many magical effects you should have on a character. Should magical items be like Stands, where you only get one or two berserkly powerful effects and that's it? Should it be like Batman's utility belt where you have an array of small, situational items but you have so many of them that at any one point it could be useful? Or what?
Magic Items and the Economy: Magical items are kept rare in settings (including D&D) for two reasons.
1) It's to keep magical items 'special' in the game setting. If everyone and their mother has +2 swords of lightning, what's so special about your +1 sword of plot advancement? Further, if peasants are easily able to get their hands on magical platemail, then the system of feudalism that D&D supposedly uses starts to break down.
2) Magical item costs are intentionally kept high to prevent players from grabbing Hackmaster +12s at level 1 and fucking shit up. In games using the Lottery system you only get the better prizes at higher level. In games using the Letter to Santa system, costs are generally kept greater than linear so that people will get a full suite of magical items rather than spending all of their money to get a +3 sword at the cost of being naked.
Fair enough. But anyone who has played D&D knows one of the biggest problems with this enforced scarcity: is that if you can get magical items by trading some in-world resource, like oxen or gold coins, players are going to spend most of their time grabbing oxen or gold coins. This has led to behavior like people stripping down dungeons down to their ladders and digging up corpses to get their equipment. Now while a setting like Warcraft or Dark Sun might actually want players to engage in looting and graverobbing, things break down if you want to introduce Prince Diarmund's Gold Palace in your adventure or if the players come across a diamond mine while looking for work. So several solutions have been proposed to deal with this.
1) Players can't willfully get magical items without the DM allowing them to. This is the system that 1E and 2E used; no matter how hard you tried you weren't allowed to do a dance to get the items you want. The problem with this is that it took a lot of player choice out of their characters. If you wanted to roleplay the Fire Swordsman, you needed a fire sword and if you didn't have a fire sword then you were fucked. If you just wanted to grab a gem to help you decipher some magical language, you couldn't.
2) Magical items can't be created or purchased without a special currency that can't be traded for real-world resources. This is really, really hard to do, since the universal currency in heroic fantasy is ass-kicking and if something can help you kick ass someone will put a price on it. Honestly, I don't know how to solve this problem right now.
3) Giving players everything they want. This isn't as crazy as it sounds. In a lot of Superhero games, especially at character creation, you're allowed to play Scrooge McDuck-style characters who own so much bullshit that they don't know what to do with it. If you put some other sort of limitation on the items you can just miracle up at any point (such a making any items gained by this way PL 9 while 'real' abilities are PL 13) it puts a halt to looting the game world. This of course requires ditching the paradigm that magic items make any character better, which is probably beyond the scope of this thread.
Sliding Scale of Lottery vs. Letter to Santa: At the lottery end of the scale, the players are at the complete mercy of the rules to give them magical items. At the most extreme end, there's absolutely no way for the players to get what they want or even know when they're getting it. At the Letter to Santa end, the players decide exactly what they want and the game gives it to them without much hassle. The Lottery system attempts to be balanced by forcing people to play it at certain breakpoints; for example, in 4E you're almost guaranteed to gain a magical weapon at least once every 5 levels. Regardless, in 1E and 2E the game was heavily on the 'Lottery' end of the scale, which created problems like players getting a +1 longsword when they had a +2 one already or a dwarven Axelord grabbing a Luckblade. D&D is pretty much the only system where magical items aren't explicitly selected by the players or inserted by the GM, so it might seem obvious to get rid of it.
However, some fans claim that playing the lottery is part of the fun. It adds excitement and prevents players from getting locked into a cycle where they grab nothing but Flaming Longswords and Shadowy Breastplates of increasing pluses.
Sliding Scale of Blingee: Some settings believe that characters should only get one or two magical effects that really matter. Others believe that characters should be decked out in magical gear until they literally have magic on their toes. Please note that how many magical effects a character has is in no way related to how many distinct pieces of gear they have. Iron Man has gear coming out his ass while Green Lantern only has the one ring, yet only a retarded system would give Iron Man a character tax or a discount just because he has jet boots AND a shoulder cannon.
3E D&D fucked up because they have quadratic costs for linear bonuses, such that players would go hunting for divine and competence bonuses to attack before they worked on their enhancement bonus. 4E at one point took the more sensible route and declared that only certain body slots could have certain effects attached to them, avoiding the problem of people searching for belts and hats of Bonus Attack; but then they fucked it up all over again by introducing untyped bonuses in the Adventurer's Vault. Sigh. But the idea that you could only have one non-stackable bonus to a statistie coming from an item was more-or-less sound.
But anyway, even if the Blingee Bonus problem was solved, it still leaves the issue of how many magical effects you should have on a character. Should magical items be like Stands, where you only get one or two berserkly powerful effects and that's it? Should it be like Batman's utility belt where you have an array of small, situational items but you have so many of them that at any one point it could be useful? Or what?
Magic Items and the Economy: Magical items are kept rare in settings (including D&D) for two reasons.
1) It's to keep magical items 'special' in the game setting. If everyone and their mother has +2 swords of lightning, what's so special about your +1 sword of plot advancement? Further, if peasants are easily able to get their hands on magical platemail, then the system of feudalism that D&D supposedly uses starts to break down.
2) Magical item costs are intentionally kept high to prevent players from grabbing Hackmaster +12s at level 1 and fucking shit up. In games using the Lottery system you only get the better prizes at higher level. In games using the Letter to Santa system, costs are generally kept greater than linear so that people will get a full suite of magical items rather than spending all of their money to get a +3 sword at the cost of being naked.
Fair enough. But anyone who has played D&D knows one of the biggest problems with this enforced scarcity: is that if you can get magical items by trading some in-world resource, like oxen or gold coins, players are going to spend most of their time grabbing oxen or gold coins. This has led to behavior like people stripping down dungeons down to their ladders and digging up corpses to get their equipment. Now while a setting like Warcraft or Dark Sun might actually want players to engage in looting and graverobbing, things break down if you want to introduce Prince Diarmund's Gold Palace in your adventure or if the players come across a diamond mine while looking for work. So several solutions have been proposed to deal with this.
1) Players can't willfully get magical items without the DM allowing them to. This is the system that 1E and 2E used; no matter how hard you tried you weren't allowed to do a dance to get the items you want. The problem with this is that it took a lot of player choice out of their characters. If you wanted to roleplay the Fire Swordsman, you needed a fire sword and if you didn't have a fire sword then you were fucked. If you just wanted to grab a gem to help you decipher some magical language, you couldn't.
2) Magical items can't be created or purchased without a special currency that can't be traded for real-world resources. This is really, really hard to do, since the universal currency in heroic fantasy is ass-kicking and if something can help you kick ass someone will put a price on it. Honestly, I don't know how to solve this problem right now.
3) Giving players everything they want. This isn't as crazy as it sounds. In a lot of Superhero games, especially at character creation, you're allowed to play Scrooge McDuck-style characters who own so much bullshit that they don't know what to do with it. If you put some other sort of limitation on the items you can just miracle up at any point (such a making any items gained by this way PL 9 while 'real' abilities are PL 13) it puts a halt to looting the game world. This of course requires ditching the paradigm that magic items make any character better, which is probably beyond the scope of this thread.