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D&D and the magic economy
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<blockquote data-quote="chaochou" data-source="post: 5389124" data-attributes="member: 99817"><p>More interesting replies - thanks!</p><p></p><p>I think the Tolkien examples are interesting. Because what Tolkien didn't do is have Bilbo sell Sting when he found a +4 flaming shortsword in Smaug's haul. He didn't have Bilbo say 'I'm a rogue - I don't wear chain, I'm flogging that stupid +6 mithril for sure.'</p><p></p><p>The magic sword which Bilbo picks up in the Hobbit is the same one Frodo is using throughout the whole of LotR. How many levels does Frodo gain in LotR? I'd say a lot.</p><p></p><p>Valuable magic items are a stock in fantasy, but selling a fabled sword so you can afford to buy a <em>better </em>fabled sword most definitely is not, and this is what I'm trying to achieve.</p><p></p><p>The way I'm thinking of doing this is simply by levelling gear when a player levels. That +1 sword will level up to level 2 when the player does. At level 6, bam, it's a +2 sword.</p><p>Extra powers may appear when the sword (not the PC as is currently the case) reaches certain levels. Holding onto a magic items to level <em>them </em>becomes interesting.</p><p></p><p>I want to tie in the idea that's been mentioned on this thread of basing new, funky extra powers on what the item has already achieved.</p><p></p><p>Killing lot of undead with it - maybe it becomes radiant. Hacked through a load of trolls? Maybe it steals some troll regen and gives it to the wielder. Hell, that's a decent weapon - a +3 radiant longsword which gives Regen 5. What's more it's got a reason for being what it is, and one the PCs can identify with.</p><p></p><p>Combining those ideas, I think the party can stay up to speed in terms of difficulty and will feel ownership of the powers they have developed. And it undercuts the need for a second-hand magic item economy. In my GM-ing brain that looks like a total win.</p><p></p><p>Cheers all.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5389124, member: 99817"] More interesting replies - thanks! I think the Tolkien examples are interesting. Because what Tolkien didn't do is have Bilbo sell Sting when he found a +4 flaming shortsword in Smaug's haul. He didn't have Bilbo say 'I'm a rogue - I don't wear chain, I'm flogging that stupid +6 mithril for sure.' The magic sword which Bilbo picks up in the Hobbit is the same one Frodo is using throughout the whole of LotR. How many levels does Frodo gain in LotR? I'd say a lot. Valuable magic items are a stock in fantasy, but selling a fabled sword so you can afford to buy a [I]better [/I]fabled sword most definitely is not, and this is what I'm trying to achieve. The way I'm thinking of doing this is simply by levelling gear when a player levels. That +1 sword will level up to level 2 when the player does. At level 6, bam, it's a +2 sword. Extra powers may appear when the sword (not the PC as is currently the case) reaches certain levels. Holding onto a magic items to level [I]them [/I]becomes interesting. I want to tie in the idea that's been mentioned on this thread of basing new, funky extra powers on what the item has already achieved. Killing lot of undead with it - maybe it becomes radiant. Hacked through a load of trolls? Maybe it steals some troll regen and gives it to the wielder. Hell, that's a decent weapon - a +3 radiant longsword which gives Regen 5. What's more it's got a reason for being what it is, and one the PCs can identify with. Combining those ideas, I think the party can stay up to speed in terms of difficulty and will feel ownership of the powers they have developed. And it undercuts the need for a second-hand magic item economy. In my GM-ing brain that looks like a total win. Cheers all. [/QUOTE]
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