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Tailoring treasure to the party
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<blockquote data-quote="nopantsyet" data-source="post: 94473" data-attributes="member: 3109"><p><strong>My name is Andrew...and I tailor...</strong></p><p></p><p>Yeah, I tailor. And I'm not ashamed of it. I do not tailor everything or even a majority; as a rule, monsters have random treasure and villainous NPCs have equipment that fits their character concept.</p><p></p><p>Having said that, I think there is something to be said for creating interesting and unusual magic items for the characters. That doesn't mean a player tells me, "I want a +2 Holy Defender longsword" and next session they get it. I do not take requests. But I do like to come up with interesting items (including leveled items) that I think they will find useful and fun. The items are not about min/maxing, but about making magic items something fun and interesting.</p><p></p><p>My campaign so far has taken place in small towns and areas around small towns with no place to traffic high-value magic items, so this approach helps compensate for that. </p><p></p><p>Actually, I think the idea of taking whatever is there and using the item with the highest bonus is much more like Diablo. In Diablo, you may start using a short sword, but when that Falchion of Ice appears, suddenly you are using that. Then when the Club of Paralyzing appears, you're using a club. Items are just about maxing bonuses. This way, I can create items that add their own flavor to the game and are interesting enough that players aren't just waiting for the next item with a higher bonus. These are items the players like to keep, even when the bonus isn't the highest available.</p><p></p><p>Again, these items are the exception rather than the norm so are rare; but they are highly valued by my players</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 94473, member: 3109"] [b]My name is Andrew...and I tailor...[/b] Yeah, I tailor. And I'm not ashamed of it. I do not tailor everything or even a majority; as a rule, monsters have random treasure and villainous NPCs have equipment that fits their character concept. Having said that, I think there is something to be said for creating interesting and unusual magic items for the characters. That doesn't mean a player tells me, "I want a +2 Holy Defender longsword" and next session they get it. I do not take requests. But I do like to come up with interesting items (including leveled items) that I think they will find useful and fun. The items are not about min/maxing, but about making magic items something fun and interesting. My campaign so far has taken place in small towns and areas around small towns with no place to traffic high-value magic items, so this approach helps compensate for that. Actually, I think the idea of taking whatever is there and using the item with the highest bonus is much more like Diablo. In Diablo, you may start using a short sword, but when that Falchion of Ice appears, suddenly you are using that. Then when the Club of Paralyzing appears, you're using a club. Items are just about maxing bonuses. This way, I can create items that add their own flavor to the game and are interesting enough that players aren't just waiting for the next item with a higher bonus. These are items the players like to keep, even when the bonus isn't the highest available. Again, these items are the exception rather than the norm so are rare; but they are highly valued by my players [/QUOTE]
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