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Advice on running high level adventures
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<blockquote data-quote="Eldragon" data-source="post: 3639047" data-attributes="member: 3962"><p>Personally, I really don't like "Virtual Magic Items". I make an exception for boosts to BaB and Saves. Those are just number boosters (EDWD Syndrome confers wonderful bonuses). I'm talking about items that confer specific effects.</p><p></p><p>As a player, I get really frustrated when some enemy NPC gets to have a nice permanent magical effect, but when killed, not a single magic item confers that effect. Instead I do things slightly differently: Magic Items with Class/Alignment restrictions. A Helmet of True Seeing, only useable by chaotic Evil creatures is useless to an all good party, Paladins/Clerics usually want to see such items destroyed, and high power magic items are impossible to sell for a lot of gold because merchants just don't have the cash on hand. Such items usually Radiate "Evil" and have some other nasty side effect too, like "must be fed the blood of the innocents 1 year"</p><p></p><p></p><p></p><p></p><p>IMHO, I think thats exactly how it is supposed to happen. The PCs switched tactics, throwing the enemy NPCs for a loop because they expected the PCs to behave in a certain way. </p><p></p><p>I have had players get irritated with me because I had the NPCs ready for them. "How could the Lord of Darkness possibly know we were going to teleport right to his lair? It worked on all his underlings!" Good to see you were able to turn the tables before the inevitable TPK occurs because some PCs refuse to adapt.</p></blockquote><p></p>
[QUOTE="Eldragon, post: 3639047, member: 3962"] Personally, I really don't like "Virtual Magic Items". I make an exception for boosts to BaB and Saves. Those are just number boosters (EDWD Syndrome confers wonderful bonuses). I'm talking about items that confer specific effects. As a player, I get really frustrated when some enemy NPC gets to have a nice permanent magical effect, but when killed, not a single magic item confers that effect. Instead I do things slightly differently: Magic Items with Class/Alignment restrictions. A Helmet of True Seeing, only useable by chaotic Evil creatures is useless to an all good party, Paladins/Clerics usually want to see such items destroyed, and high power magic items are impossible to sell for a lot of gold because merchants just don't have the cash on hand. Such items usually Radiate "Evil" and have some other nasty side effect too, like "must be fed the blood of the innocents 1 year" IMHO, I think thats exactly how it is supposed to happen. The PCs switched tactics, throwing the enemy NPCs for a loop because they expected the PCs to behave in a certain way. I have had players get irritated with me because I had the NPCs ready for them. "How could the Lord of Darkness possibly know we were going to teleport right to his lair? It worked on all his underlings!" Good to see you were able to turn the tables before the inevitable TPK occurs because some PCs refuse to adapt. [/QUOTE]
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