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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 7396788" data-attributes="member: 22362"><p>The idea here isn't to give NPCs a bunch of items to alter their stats. The idea is to have items that are inspired by their stats. On the creature building front, absolutely nothing changes.</p><p></p><p>The purpose is to have magic be an integral part of the world for everyone - not just the PCs - and not have it break the economy in a million pieces.</p><p></p><p>By making power based on continued investments, we can sidestep this problem a bit : while, for a few days, PCs could end up with 10+ magical rods, staffs, wands, amulets and etc, in effect, those things are not <em>worth</em> much to almost anybody.</p><p></p><p>In essence, I'm providing two choices : try and use what they can (most of it will be useful, but even then, things will compete on the opportunity cost), or try and extract what they can out of items (I'm thinking ~1/20th of the usual worth in residuum</p><p></p><p></p><p>See above.</p><p></p><p>Also, for my circle of buddies, magic items are already "just gear". As such, the cool ones that stand out have the exact same characteristics as the cool "non-magical" items that stand out : they have player investment. Either from a cool picture that's been associated with the item, the sense of accomplishment when it was acquired, a particular description that struck a chord, or some completely random thing a player just decided.</p><p></p><p>I can <em>try</em> and make memorable items, but, IME, the ones that really stuck, weren't the ones I worked the hardest on - like, at all. So I've given up trying to "actively" make them "special" - I throw stuff at the wall as often as I can think of something possibly cool and then I have to just let the players decide if some of it, or something sparked by it, or something they saw on TV gets traction.</p><p></p><p>This is analogous to what I'm going for - but it's a different angle. But a very good one.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7396788, member: 22362"] The idea here isn't to give NPCs a bunch of items to alter their stats. The idea is to have items that are inspired by their stats. On the creature building front, absolutely nothing changes. The purpose is to have magic be an integral part of the world for everyone - not just the PCs - and not have it break the economy in a million pieces. By making power based on continued investments, we can sidestep this problem a bit : while, for a few days, PCs could end up with 10+ magical rods, staffs, wands, amulets and etc, in effect, those things are not [I]worth[/I] much to almost anybody. In essence, I'm providing two choices : try and use what they can (most of it will be useful, but even then, things will compete on the opportunity cost), or try and extract what they can out of items (I'm thinking ~1/20th of the usual worth in residuum See above. Also, for my circle of buddies, magic items are already "just gear". As such, the cool ones that stand out have the exact same characteristics as the cool "non-magical" items that stand out : they have player investment. Either from a cool picture that's been associated with the item, the sense of accomplishment when it was acquired, a particular description that struck a chord, or some completely random thing a player just decided. I can [I]try[/I] and make memorable items, but, IME, the ones that really stuck, weren't the ones I worked the hardest on - like, at all. So I've given up trying to "actively" make them "special" - I throw stuff at the wall as often as I can think of something possibly cool and then I have to just let the players decide if some of it, or something sparked by it, or something they saw on TV gets traction. This is analogous to what I'm going for - but it's a different angle. But a very good one. [/QUOTE]
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