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Magical items from KotS useless for the Pregen party?
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<blockquote data-quote="Switchback" data-source="post: 4309448" data-attributes="member: 69793"><p>Definitely agree on the powers. It's great that the DMG this time has a lot of fluff for DM's about building campaigns and worlds, but if you move the magic items over there, you open up so much more space for things like powers or feats or what not, that will actually define the versatility of the game once everyone does already understand how to play. This is also the *4th* edition, so you might get the idea that new players aside, many folks already know how to do a lot of that stuff. And older books on world building, or dungeon crafting are certainly available and easily modified to new rules.</p><p></p><p>But about the treasure hand-out, I also agree, its just not that exciting to know what you will probably be getting. I think this is the area where you simply let players spend their gold and resources at instead and leave the actual adventures as something of a mystery where anything can happen and anything can be found. </p><p></p><p>Even if your running a magic sparse campaign there can always be one large city or black market dealer, or even let the players create an item over a long wait period if they want a specific thing. But don't have everyone know that when the Troll band goes down, your going to automatically get that ring of regeneration or whatever.</p><p></p><p>Sometimes strange or more random items, when they are properly used in moderation, can spice up a campaign and offer opportunities for creativity or new paths to follow down that even the DM might be surprised and excited by.</p></blockquote><p></p>
[QUOTE="Switchback, post: 4309448, member: 69793"] Definitely agree on the powers. It's great that the DMG this time has a lot of fluff for DM's about building campaigns and worlds, but if you move the magic items over there, you open up so much more space for things like powers or feats or what not, that will actually define the versatility of the game once everyone does already understand how to play. This is also the *4th* edition, so you might get the idea that new players aside, many folks already know how to do a lot of that stuff. And older books on world building, or dungeon crafting are certainly available and easily modified to new rules. But about the treasure hand-out, I also agree, its just not that exciting to know what you will probably be getting. I think this is the area where you simply let players spend their gold and resources at instead and leave the actual adventures as something of a mystery where anything can happen and anything can be found. Even if your running a magic sparse campaign there can always be one large city or black market dealer, or even let the players create an item over a long wait period if they want a specific thing. But don't have everyone know that when the Troll band goes down, your going to automatically get that ring of regeneration or whatever. Sometimes strange or more random items, when they are properly used in moderation, can spice up a campaign and offer opportunities for creativity or new paths to follow down that even the DM might be surprised and excited by. [/QUOTE]
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Magical items from KotS useless for the Pregen party?
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