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<blockquote data-quote="Deadguy" data-source="post: 342047" data-attributes="member: 2480"><p>In fairness to Rashak Mani, Tsyr, you have <em>rebalanced</em> the game to accommodate the low-magic setting. I would say that if all you had done is reduce the availability and power of magical items and nothing else, then as Rashak says, at high levels the spellcasters shine at the expense of those who don't have innate magic.</p><p></p><p>On the more general point of the acquisition of magic items, I have to agree that the <em>method</em> you use to introduce and control magic items in the game falls squarely on the DM's shoulders. You don't <em>have</em> to have magic shops where every item is available. Instead, you can simply have item crafters who will take commissions, and perhaps wil deal in items of interest to them. If this forces a little downtime in the game where PCs are resting up, well most likely it adds a touch of verisimilitude (otherwise PCs can find themselves advancing from level 1 to level 20 in the space of less than a game year! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p></p><p>On the practical side of people taking to long as they try and eek out every last bonus they can, that's simply a DM mangement problem. Either let the players decide between sessions (and arrange play to finish up at the right point to facilitate this). Or simply set a reasonable time limit for everyone ("okay guys, you have 15 minutes to decide, otherwise I am gonna assume you make no purchases at all").</p><p></p><p>The game neither has to run nor feel like a game of Diablo. 3e rightly figured the question of PC equipment into the campaign structure, but that dones't make it a computer game, some opinions to the contrary. DMs make the flavour of the setting (aided by the players).</p></blockquote><p></p>
[QUOTE="Deadguy, post: 342047, member: 2480"] In fairness to Rashak Mani, Tsyr, you have [i]rebalanced[/i] the game to accommodate the low-magic setting. I would say that if all you had done is reduce the availability and power of magical items and nothing else, then as Rashak says, at high levels the spellcasters shine at the expense of those who don't have innate magic. On the more general point of the acquisition of magic items, I have to agree that the [i]method[/i] you use to introduce and control magic items in the game falls squarely on the DM's shoulders. You don't [i]have[/i] to have magic shops where every item is available. Instead, you can simply have item crafters who will take commissions, and perhaps wil deal in items of interest to them. If this forces a little downtime in the game where PCs are resting up, well most likely it adds a touch of verisimilitude (otherwise PCs can find themselves advancing from level 1 to level 20 in the space of less than a game year! :D). On the practical side of people taking to long as they try and eek out every last bonus they can, that's simply a DM mangement problem. Either let the players decide between sessions (and arrange play to finish up at the right point to facilitate this). Or simply set a reasonable time limit for everyone ("okay guys, you have 15 minutes to decide, otherwise I am gonna assume you make no purchases at all"). The game neither has to run nor feel like a game of Diablo. 3e rightly figured the question of PC equipment into the campaign structure, but that dones't make it a computer game, some opinions to the contrary. DMs make the flavour of the setting (aided by the players). [/QUOTE]
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