3.5 Rules, 1E Feel

- ban silly equipment (IMC, spiked armor)

[Don LaFontaine]In a world...where there are creatures that can engulf...you...whole, spiked armor makes sense.
[/Don LaFontaine]

When you're on the menu for mega-predators, being able to emulate a puffer fish or a porcupine is a good tactic.

HOWEVER...

Logically, it should be specialty armor for behemoth hunters and/or rarely available. Ideally, it should fit the PC concept (like my halfling or gnome barbarian based on critters like badgers, wolverines, skunks and porcupines). Mechanically, it should impose an appropriate penalty of sorts- perhaps a -2 Att rolls due to reduced mobility.


(http://en.wikipedia.org/wiki/Don_LaFontaine)
 
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2) There is a magic shop in my campaign (actually, shared by 3 campaigns). The inventory is about 30 items, and rarely changes other than by a party selling or buying from it. This is mostly so PC's can cash out items, and get some minor items like potions and scrolls. By having all items be specific -- rather than anything worth up to 2000 gp or something -- I limit what's available and keep it someone fantastical.

How about commissioning items from NPC crafters? I don't literally have magic item shops, but PCs can commission items up to CL 4 and 3000gp.
 

I allow commissions, but they take their time as well as your money. And I don't set any limits- if you have the dimes, they'll take the time.

But its like going to a luthier and ordering a custom guitar- something popular and easy might take a few months, but something truly special might take years. And if you go to a particularly famous or well respected luthier, he might have a 2 year waiting list.

And the same goes for magic item crafters.

The only way to get stuff quickly is to find it in a treasure, and
the only way to get particular stuff quickly is to make it yourself.
 
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