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This has squished also magic items whihc now cap at +3 instead that +5. And a +3 weapon is a legendary item.
Also Larian thinks that warriors do not have enough buttons to push so they started putting abilities on every object to make the game more interesting. I am not convinced
I think people see a +1 and think it is awful, but if this was another game and they saw a greatsword with a +5% to hit and a 15% damage increase they would be loosing their mind.
I usually add my own magic items to the game but they never have more than +1. They do have functions however.
Like boots of springing and striding, or a robe that when you are hit creates on mirror image (only 1) for a short time. I have a dagger that on success hit casts heroism on me if I fail my constitution save. Basically useless to a high constitution player with const proficiency.
Most of the stuff I make is utility magic items not hammers of the gods.
Also, there are items that give you stat bonuses already. There's a head item that gives automatic 18 INT, for example, which is often a lot more than a +1.
As for the 'cool' special ability, some people will value that more than just another +1 to hit and damage. E.G. the handaxe that doesn't have a +1 to hit, but gets a +1D4 to burn damage over time if you hit (could be a 1D6, don't exactly recall). It's more damage than just a +1 in most cases, and some people do dual-wield you know. And if you already get a +3 or +4 to hit and damage from your stats, the extra +1 diminishes in value somewhat.
2) If you're looking for Diablo style games where loot literally explodes out of bosses in a shower of gear, I'd suggest one purchased the wrong game. Even then, I'd suggest this game has a ton of loot if you know where to actually look for it. Some of it is actually quite powerful as well.
Gloves that add bladeward to anyone you heal, as well as a ring that add's bless to anyone you heal, just as an example. Or a hammer that heals for every target you hit. That's just the tip of the loot iceberg.
Because Act 1 is designed for levels 1 - 4(arguably 5 in some areas), the game doesn't want to give you that many magic items that would be considered stronger than uncommon. Going off of 5e item scaling, having +1 or a minor special ability is enough to make a weapon a uncommon tier item, having both would make it rare tier. There will definitely be more powerful items in the future, but in order to make items feel meaningfully powerful in the late the game has to have restraint with item distribution in the early game.
Also, personally speaking, I don't value stat boosts as being objectively better than any item with a cool ability. Generally speaking, I value a item with a utility ability over an item than a plus one as it gives me more options both in and out of combat.
For me, this is a strong NO. While I do like to play looter-shooters every now and then, I think for heavy role-playing game more rare loot works much better. A large-loot distribution works best when combat and gameplay are supposed to come before story and immersion as constantly finding so many god-tier powerful weapons everywhere that you literally don't have enough storage space to hold them all just damages immersion into the story. Having magical items and weapons actually rare and hard to get helps with immersion as then they actually feel like unique powerful weapons. Plus when you aren't constantly showered by magic items you get to spend more time to get attached to individual early-to-mid game weapons as you'll be able use them for longer.
Why? First, 5th edition does not assume that magic items are going to be given out to players so any addition of magic items increases player character strength beyond the 'assumed math/balance' of encounters (which 90%+ of DMs learn to ignore pretty quickly anyway).
Second, a weapon does not need +1 to be considered magic for the purposes of overcoming resistance (which is the most important function of magic weapons in a mechanical sense).
Third, it is the special properties of an item that tell the story, not the +1. My players have always been far more excited and connected a lot more to a thing like a staff that extends to three times it's length and ladder like rungs appear along side it than they ever did about a +1 long sword.
2) the 'loot system' in 5e is not the same at all as the way loot is integrated into this game. Strictly speaking, if a DM sticks religiously to the rules in the books, pretty much every bit of loot is randomly rolled on a series of tables. But the vast majority of DMs do something else. In my experience, most DMs will put reasonable items in reasonable places (e.g., a bandit store room is probably full of rations, general trade goods, weapons, and possibly some more secure chests with the good stuff in it like gold and gems) and randomly roll for some of the details (e.g., how much gold, what particular level 1 wizard spell scroll, etc.).
More to your question though, does this (BG3's) loot system satisfy the loot goblin type players? Probably not. But I don't think that is the target audience. BG3 is a very different kind of game from a looter shooter or ARPG. So my opinion is hell no, Larian should not beef up the loot to appease the loot oriented crowd. Doing so would only further diverge the game from what 5e is like in person/at-the-table.
Most simple powers would have a +1 stat much like a +1 weapon. SO an item with a simple ability and a +1 stat would really be a +2 weapon. I don't see much difference in this game. Most abilities are minor and can proc or be used once in a while. None are over powered. Just like a +1 , 5% buff is minor.
I am much more of a fan of the items that give special abilities that just high stat bonuses. But I would like to see special items with at least some benefit. One reply was that BG3 is only not seeing much of this due to the low levels. I hope this is the case.
I would still really like to have my old +3 Vorpal Sword. Lots of good old memories with that thing.
What is better a +1 dagger or the "Heart Seeker": A rare dagger, perfectly honed for striking true (+5% accuracy) and rupturing an opponents organs (+50% more damage).
Spoiler ... they are the same item.
You are correct that 5e has weaker magic items, but the entire world and characters are also reduced, making the balance roughly the same.
It might be easier for tabletop idk. because you have todo fewer math and have fewer things to keep track off, but it feels just meh having only one buff per companion (where concentration gets constantly broken anyways) and so few feats.
I mean do you really have to choose between a stat increase and some feat in 5e? That just feels meh ...
Also combat feels so slow currently, with to many enemy units clogging up the turns which take forever.
The resting system is unimmersive and it is better without any previous encounter knowledge to rest after each encounter without having any penalties from constantly resting.
Battles do not feel like DnD battles in other games but more like watching a monkey hord constantly crawl up and down the various hills and platform levels. Why do meele even have the ability to dish out attacks of opportunity when every enemy can just jump/disengage monkey away from you and then shoot you in the face in the same turn ...
Feels more like herding monkeys.
Idk. the battles just feel meh, I want to hit the enemy with swords and spells and not play Commandos and or set up stupid traps like barreling half of the map and explding everything ...
I mean if you are a rogue and want to play that way okay, but it should not be the only really feasable playstyle ...
Also make the map flatter and stop that ♥♥♥♥♥♥♥ monkey horde jumping up and down of platforms like they have jet packs ...
I would not expect to see things change too much in regards to the magic items here as they are in keeping with the system. One of my least favorite things about 5e TBH but it does serve to make the TTRPG more accessible to folks who don't want to read through every single line of text in the books.
In the TTRPG world you can find the old magic items hiding out in Pathfinder 1e and 2e.
In the video game world.. well.. there are thousands of loot pinatas out there.
I agree. The concentration mechanic in 5e is terrible. It essentially ruined spells completely and took away all creativity from every spell casting class in the game. I am sad to see them trying to stick it for a video game adaptation.
Same with the feats. What 5e essentially did was completely get rid of feats altogether and then add in a half-assed optional rule for using feats in place of stat boosts that every GM automatically includes. So what we are left with is a barely thought out sub-par feat system.
I am more than a little frustrated with the disengage in this game so far. The distance that every creature can travel with a disengage is crazy. Every enemy I encounter leaps half way across the map and attacks my main character even after I engage them with other party members. Hopefully this one gets addressed in Early Access as it is not really in keeping with the TTRPG. Although combat in 5e is traditionally extremely static and kind of boring so they may be attempting to fix that here.