Zelda Themelin
First Post
20 or something, as if I would get many presents these days, lol, adults usually don't.
Anyhow with multiple magical items, I'd go for healing potions/wands time of stock items. "blessing of gods/science of alchemists" things, that aren't suppose to be so magical, whan quick ways of recovary that only rich people/adventures/people of fellow faint have access. Same with scrolls and oils that give you long term blessing for your weapon to kill that nasty vampire/shapeshifter/demon.
This is magic of high availibility but some things like nasty spells/poisons could be black market things, and in some cases only available from evil sources, though traded in black market all the same.
These kinda items would more likely be found carried by intelligent enemies and also used during the combat. Treasure would mostly be treasure and occasionally some unfound/unusable for them magic. Maybe something they keep as decoration as that sword they got from that paladin they killed, holy and all, maybe with skull of said paladin next to it. Lilttle product placement might do you good. I mean if it's useful why it's not in use. Unless it belonged to that adventurer eaten by purple worm (whence you might discover magical dagger poor adventurer tried to use to cut his way out, maybe you are more lucky) or something troll has eaten that doesn't burn and can be found in ashes when you scorch it.
It's not exiting and if it's locked in some chest (well unless it's just pricey looking chest and monster liked glint but obviously had no opening skills), or lying mixed with some gold and copper kind of cries out it's prior possessor wasn't caring either.
And once I run through as dm/or player these pathfinder modules and run into 25xlv 4 rogue/with same gear including (crappy for us) 25xshort sword +1 and 25xleather armor +1 it's really "doh". First it's ecomically broken and unrealistic. And it's quite useless for a treasure. And uninteresting. I feel better saying well made swords (better alloys used etc get +1 to hit/dmg), same for armor. Magic word in those items makes them terrible pricey. System lacks other way to give those bonuses. There are little tries with adamantium and mithril, but it's bit half-way.
Also those modules give way less money than they used to give 1st edition AD&D say, yet the costs hasn't come down. Well not all modules were ever good for treasure but playing enough of them you would gain much more than playing through adventure path. And those things don't give proper magic, you get some +2 bracers maybe, all wonderous items are really low and when found they are kinda crappy for level you find them, or not really good at all for your character class.
Actually rulewise magic bonuses are easier to control when you don't allow all minor stuff to combine, but give something really major. And if they want magic shop to craft it for them, make them quest for "shopping list", dust from dead vampire, teeth of red dragon, black lotus of swamp of horrors or the like.
D&D characters don't work with higher lv mobs if they don't get those bonuses from something. But you don't have to make it all "magic". Cheep way doesn't really require that many house rules. Real steel weapons used to be great secret of our world. And it sure is tougher than copper or iron. D&D kinda decide to forget that and go for magic and better materials.
It's far more interesting to give your sword cool magical powers by dipping in some pool on that mountain where god of war once called his angels to fight of the roces of chaos.
Or something...
Anyhow with multiple magical items, I'd go for healing potions/wands time of stock items. "blessing of gods/science of alchemists" things, that aren't suppose to be so magical, whan quick ways of recovary that only rich people/adventures/people of fellow faint have access. Same with scrolls and oils that give you long term blessing for your weapon to kill that nasty vampire/shapeshifter/demon.
This is magic of high availibility but some things like nasty spells/poisons could be black market things, and in some cases only available from evil sources, though traded in black market all the same.
These kinda items would more likely be found carried by intelligent enemies and also used during the combat. Treasure would mostly be treasure and occasionally some unfound/unusable for them magic. Maybe something they keep as decoration as that sword they got from that paladin they killed, holy and all, maybe with skull of said paladin next to it. Lilttle product placement might do you good. I mean if it's useful why it's not in use. Unless it belonged to that adventurer eaten by purple worm (whence you might discover magical dagger poor adventurer tried to use to cut his way out, maybe you are more lucky) or something troll has eaten that doesn't burn and can be found in ashes when you scorch it.
It's not exiting and if it's locked in some chest (well unless it's just pricey looking chest and monster liked glint but obviously had no opening skills), or lying mixed with some gold and copper kind of cries out it's prior possessor wasn't caring either.
And once I run through as dm/or player these pathfinder modules and run into 25xlv 4 rogue/with same gear including (crappy for us) 25xshort sword +1 and 25xleather armor +1 it's really "doh". First it's ecomically broken and unrealistic. And it's quite useless for a treasure. And uninteresting. I feel better saying well made swords (better alloys used etc get +1 to hit/dmg), same for armor. Magic word in those items makes them terrible pricey. System lacks other way to give those bonuses. There are little tries with adamantium and mithril, but it's bit half-way.
Also those modules give way less money than they used to give 1st edition AD&D say, yet the costs hasn't come down. Well not all modules were ever good for treasure but playing enough of them you would gain much more than playing through adventure path. And those things don't give proper magic, you get some +2 bracers maybe, all wonderous items are really low and when found they are kinda crappy for level you find them, or not really good at all for your character class.
Actually rulewise magic bonuses are easier to control when you don't allow all minor stuff to combine, but give something really major. And if they want magic shop to craft it for them, make them quest for "shopping list", dust from dead vampire, teeth of red dragon, black lotus of swamp of horrors or the like.
D&D characters don't work with higher lv mobs if they don't get those bonuses from something. But you don't have to make it all "magic". Cheep way doesn't really require that many house rules. Real steel weapons used to be great secret of our world. And it sure is tougher than copper or iron. D&D kinda decide to forget that and go for magic and better materials.
It's far more interesting to give your sword cool magical powers by dipping in some pool on that mountain where god of war once called his angels to fight of the roces of chaos.
Or something...