I was going to post this same topic last Friday, but thought it might be too soon.
I LOVE the common Magic Items. Why didn't we have these before? I laughed out loud at the Cape of Billowing. I plan to give many of these common items to my PCs. :-)
I am also intrigued by the pre-adventuring life random roll tables.
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You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
The spells, particularly Shadow Blade and Steel Wind Strike. My only problem is that the Sorcerer misses out on that last spell there. I was crushed when I found that out, since that's the most thematic spell I've seen that fits with a character I'm currently running. Beyond that, the Subclasses aren't bad. Not sure if I'm going to go with any of them any time soon, but most of them seem pretty solid. I'm particularly happy with the tables some of them provide. They make for some pretty cool personality hooks that I rather enjoy.
I really love the book as a whole, however my current favorite thing is the Awarding Magic Items section.
There is a minuscule amount of guidance in the DMG about this and the whole section in Xanathar’s provides some sorely needed clarification.
For starters, it settles the heated debate about whether or not they took magic items into account during the design - they did, you just don’t have to have them to be successful and survive in this edition.
It also does a great job of explaining the design intention behind magic items the amount of magic items they took into account during the design. They highlight the expected number of rolls on the hoard tables (which is buried in the DMG in an easy to miss sent nice).
Finally, it gives some practical guidance on how to value magic items using the minor and major system (with tables!). Based on the state of D&D round table WotC did for the Nerds on Earth podcast, I don’t believe we will ever get a price list. Because of that, this piece was desperately needed to clarify the huge price ranges they give in the DMG.
When you combine the major/minor system with the table for expected distribution across the tiers of play, you get a much clearer picture. This is especially helpful for those coming from previous editions where magic items were required to progress or for DMs who prefer high magic campaigns.
There are two types of people who have read Xanathar's:
1) Wow, look at this really neat game-changing mechanic that will surely make playing this class more fun and exciting.
2) Bro, did you see the common magic items. Hilarious.
Is is too much to ask for both? ;-D
I guess I don't really get the "hype" around the common magic items. I mean, these are all things that you could have made before, or was that something people just didn't do? Like having a list and all is cool, but I hope those home-adventures aren't limiting themselves to just that, you can make anything -- that's part of what makes this game so great. I knwo in the games I played and DM'd we would have these sorts of "gimmick" items that had no real mechanical value, but were just fun.
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How do you get a one-armed goblin out of a tree?
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Name one single thing, like a magic item, or a feat, or a spell, or maybe rule or a table; as long as it's only one thing.
Mine has to be Pole of Collapsing.
Can I say all the common magic items? I don't think I can pick just one...
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I was going to post this same topic last Friday, but thought it might be too soon.
I LOVE the common Magic Items. Why didn't we have these before? I laughed out loud at the Cape of Billowing. I plan to give many of these common items to my PCs. :-)
I am also intrigued by the pre-adventuring life random roll tables.
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I love all the work on the idea of tool proficiency augmenting skill proficiency and vice versa. Fantastic inspiration in that section.
Exploding Heads...
(Psychic Scream in case you are wondering)
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The spells, particularly Shadow Blade and Steel Wind Strike. My only problem is that the Sorcerer misses out on that last spell there. I was crushed when I found that out, since that's the most thematic spell I've seen that fits with a character I'm currently running. Beyond that, the Subclasses aren't bad. Not sure if I'm going to go with any of them any time soon, but most of them seem pretty solid. I'm particularly happy with the tables some of them provide. They make for some pretty cool personality hooks that I rather enjoy.
We can all agree that Heward's Handy Spice Pouch is now the best thing in this game, right?
I'm loving the Divine Soul Sorcerer concept. I'm hoping to play a Protector Aasimar Sorcerer -- a little support with a bang :)
How do you get a one-armed goblin out of a tree?
Wave!
I looove the hexblade right now for my sorlock. Definitely my favorite thing so far. C:
3D Artist - www.charliepharis.com
The Common Magical Items for sure, actually I'd go as far to say that I would pay for an entire book full of common magical items.
Matt
www.matthasawebsite.com
There are two types of people who have read Xanathar's:
1) Wow, look at this really neat game-changing mechanic that will surely make playing this class more fun and exciting.
2) Bro, did you see the common magic items. Hilarious.
I really love the book as a whole, however my current favorite thing is the Awarding Magic Items section.
There is a minuscule amount of guidance in the DMG about this and the whole section in Xanathar’s provides some sorely needed clarification.
For starters, it settles the heated debate about whether or not they took magic items into account during the design - they did, you just don’t have to have them to be successful and survive in this edition.
It also does a great job of explaining the design intention behind magic items the amount of magic items they took into account during the design. They highlight the expected number of rolls on the hoard tables (which is buried in the DMG in an easy to miss sent nice).
Finally, it gives some practical guidance on how to value magic items using the minor and major system (with tables!). Based on the state of D&D round table WotC did for the Nerds on Earth podcast, I don’t believe we will ever get a price list. Because of that, this piece was desperately needed to clarify the huge price ranges they give in the DMG.
When you combine the major/minor system with the table for expected distribution across the tiers of play, you get a much clearer picture. This is especially helpful for those coming from previous editions where magic items were required to progress or for DMs who prefer high magic campaigns.
tl;dr - We needed this and it delivers.
How do you get a one-armed goblin out of a tree?
Wave!