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The Problem of NPC Gear

Posted 1st November 2009 at 05:30 PM by pawsplay
NPC gear is a problem for me. It was ingrained into my mind as a young gamer that magical items were magical, hence, rare. AD&D agreed with me; once upon a time it was notable that most death knights carried a magical sword. This works fine in most cases. By awarding the occasional, valuable piece of equipment, each PC gets a turn to get something cool. The problem arises in high level games.

Suppose you wanted to create a troll champion, a steel-clad monster with an enormous maul. He is the sort of character that wades through a platoon of dwarves, flattening them left and right. If you follow the guidelines in 3e, 3.5, or Pathfinder, you will discover that at CR 15, he should have a magical weapon. However, you didn't really conceive of him as having a magical weapon, or even much magical gear. While in theory, as a mighty warrior, he should be entitled to a share of loot that would give him a few magic items, his main threat should be his sheer might. So a dilemma arises. Do I provide less gear, preserving the image of a brutal war-hulk, clad in simple but durable armor and carrying a steel sledge, knowing that his attack and defense numbers will sit a bit low, or do I give in and give him a magical weapon, armor, and maybe a ring? If he has less valuable gear, do I make up the difference in treasure? Or does the lower treasure make up for the slightly easier difficulty? In a magical world, does it make sense for such a beast's master to not provide it at least a magical trinket or two?
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