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Worlds of Design: When There's Too Many Magic Items
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<blockquote data-quote="Ramaster" data-source="post: 7767945" data-attributes="member: 6687585"><p>This article reads like it was written 10-15 years ago. Most of these are really bad ideas. Resonance was a universally panned mechanic, on the latest podcast JB said that they had taken it out of the system for good with no replacement. "Enforcers" that come and take your magic items (and succeed, because otherwise it's just a combat encounter I guess) is one of the greatest "feel bad moments" I could possibly imagine (both as a player and as a DM).</p><p></p><p>"Too many +1 items" is a total non-issue on the d20 system. +/-5% on the RNG is not enough to imbalance a campaign and if you are worried that the PCs will sell the items to gain wealth and then buy powerful items just limit that ("There is no one here interested in buying your items/has enough cash"; "There are no magic items here for sale that are better than what you already have").</p></blockquote><p></p>
[QUOTE="Ramaster, post: 7767945, member: 6687585"] This article reads like it was written 10-15 years ago. Most of these are really bad ideas. Resonance was a universally panned mechanic, on the latest podcast JB said that they had taken it out of the system for good with no replacement. "Enforcers" that come and take your magic items (and succeed, because otherwise it's just a combat encounter I guess) is one of the greatest "feel bad moments" I could possibly imagine (both as a player and as a DM). "Too many +1 items" is a total non-issue on the d20 system. +/-5% on the RNG is not enough to imbalance a campaign and if you are worried that the PCs will sell the items to gain wealth and then buy powerful items just limit that ("There is no one here interested in buying your items/has enough cash"; "There are no magic items here for sale that are better than what you already have"). [/QUOTE]
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