|Ok maybe a little Magic in D & D is ok|
What really bothered me though was a reaction I saw on Twitter. More on this later. At first I wasn't pleased with the idea. Both because of the inevitable comparison to Magic, and because broadly I think the idea might be a good one in general, it is not something I want to see coded into the game. The idea actually fits much better as a module perhaps even one associated with campaign settings. That is I think it would be ok to have Wizards in Forgotten Realms be common, while sorcerers are uncommon and warlocks are rare. What I don't want is that idea coded into the core.
|No, you can't play a warlock in my game Scott.|
It really bothered me Wizards introduced magic item rarity into the game with Essentials. If magic items are a player resource, which they had been from the beginning of 4e then they should stay a player resource. If you want them to be a DM resource that's fine, but the rest of the game needs to support that. I happen to like having them as a player resource, again because so many times I "needed" a magic item which my DM wouldn't let me have. On the other hand, I have enjoyed the mystery of discovering cool new magic items that comes along with them being a DM resource. My main concern is that if anything in the game is a player resource it should be class. Let's keep the core big and inclusive so I don't have to work harder than the swing a sword fighter just to get to the table. Until next time remember don't let your DM tell you no. It's always, "Yes and...?"