Have any DMs out there ever run a campaign centered around magic items? I'm handing out intelligent items that are pretty powerful at 1st level. Although they are each very nice, I'm trying hard to make them balanced. For example, the armor for the rogue is a +1 glamered mithril chain shirt of nimbleness with the shadow and silent moves abilities. It also can cast detect magic at will and use blur 3 times/day. There's also a few other things it can do that I've houseruled, like having skill points and gaining experience (eerily similar to the Unearthed Arcana rules). Yeah, I know it sounds uber powerful. However, I think the item will settle down in power after 3 or 4 levels. Plus, he won't be able to add any enchantments for a LONG time, probably after 10th level, since we're going through the Red Hand of Doom.
I guess my question is...does anyone else have experience doing this sort of thing, and if so, did you run into problems with the pc's running through your encounters like adamantine through butter? I'm actually more concerned with the item I'm making for the wizard...a spellbook that applies the Silent Spell, Eshew Materials, and Still Spell feats on any spells prepared with it at no cost, plus some other stuff. Again, nice on paper, but not so overly powerful in the game...or is it? When I'm done writing them all up, maybe I'll post them for a more informed response. Thanks anyway...
I guess my question is...does anyone else have experience doing this sort of thing, and if so, did you run into problems with the pc's running through your encounters like adamantine through butter? I'm actually more concerned with the item I'm making for the wizard...a spellbook that applies the Silent Spell, Eshew Materials, and Still Spell feats on any spells prepared with it at no cost, plus some other stuff. Again, nice on paper, but not so overly powerful in the game...or is it? When I'm done writing them all up, maybe I'll post them for a more informed response. Thanks anyway...