Post by Deleted on Jul 7, 2014 0:12:25 GMT -6
I think there would be no need to discount magic items in 5e as if the starter adventure is any indication to what might be expected as standard for the new edition there are quite a few of them. In fact there are 10 potions of healing, a potion of invisibility, a potion of flying, a potion of vitality, a scroll of augury, a scroll of charm person, a scroll of fireball, a scroll of darkness, a scroll of misty step, a scroll of lightning bolt, a scroll of silence, a scroll of revivify, a +1 long sword(Talon), a Staff of Defense (casts mage armor or shield) , a ring of protection, a +1 battleaxe (Hew), a pair of boots of striding and springing, a wand of magic missiles, a magical statuette(can be asked a question as per the augury spell 1/person), gauntlets of ogre power, a +1 mace (Lightbringer), a +1 Breastplate (Dragonguard), and the Spiderstaff (casts spider climb or web). In all that's 23 different items and while many of them are single use items the wand and the two staves are able to be recharged meaning that there are a total of 10 items that are designed for long term use. This adventure (or series of adventures in all actuality) take the players to the fifth level and doles out 10 long term magical items! Personally this almost feels a bit Monty Haulish and though it is not guaranteed that all of these items will be found by most players it is a clear indicator that magic items are still one of the focal points for character acquisition and improvement.
Additionally as character saves as well as attacks are dependent on their ability score bonuses (as well as their proficiency bonus which caps out at +6) I feel that the stat inflation has actually reached a sort of balance with expected character capabilities. By providing a hard cap of 20(+5) on ability scores and a +6 on proficiency bonuses, even a character's best attacks and saves will not make their respected rolls obsolete against suitably difficult challenges. And as for those stats not raised, or saves which have no proficiency in, characters will still be finding moderate challenges tough to beat with an average roll. The only issues this leaves is the damage potential due to high stats and the amount of hit points projected at various levels. Both of these factors are reflective of each other as monsters have more hit points and are also able to dish out more damage. In 3e this was not so much the case as monster HD and damage changed little unless those monsters were representative of higher level play (i.e. dragons and the like). Whereas there was no cap on ability scores and various other modifiers for characters in 3e and thus stat inflation would quickly get out of hand. As a comparison I think that the way ability modifiers are handled in 5e are more akin to how the Greyhawk Supplement affected character performance. While significant it is not completely unreasonable, particularly if players use the suggested point buy system or better yet good old 3d6 in order (or arrange to taste).