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Andy Collins: "Most Magic Items in D&D Are Awful"
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<blockquote data-quote="howandwhy99" data-source="post: 3396103" data-attributes="member: 3192"><p>Aren't many of these repriced items constant ones or use-activated ones? IIRC, those are priced out at 100 uses, so 100x the single use price. </p><p></p><p>Perhaps variable costs could be offered to DMs? Items could be multiplied by 10, 20, 30..., etc. depending upon the likelihood of use in the specific campaign worlds.</p><p></p><p>Underwater items could be virtually worthless in a desert setting, but extraordinarily vital in ocean-only worlds. Of course, need would increase abundancy too. All of which leads me to...</p><p></p><p>...this reminding me of balancing spells. Like most magic items, many spell effects have little to nothing to do with combat. So the level at which they are included in the game is really arbitrary to the DM and the world he or she is simulating.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3396103, member: 3192"] Aren't many of these repriced items constant ones or use-activated ones? IIRC, those are priced out at 100 uses, so 100x the single use price. Perhaps variable costs could be offered to DMs? Items could be multiplied by 10, 20, 30..., etc. depending upon the likelihood of use in the specific campaign worlds. Underwater items could be virtually worthless in a desert setting, but extraordinarily vital in ocean-only worlds. Of course, need would increase abundancy too. All of which leads me to... ...this reminding me of balancing spells. Like most magic items, many spell effects have little to nothing to do with combat. So the level at which they are included in the game is really arbitrary to the DM and the world he or she is simulating. [/QUOTE]
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Andy Collins: "Most Magic Items in D&D Are Awful"
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