Re: Where do Magic Items come from?
I have used those tables. Sure the PCs got magic treasure. Almost none of which was worth anything but money to them. What are the chances a bastard sword specialized fighter will find an enchanted bastard sword? Not good, especially condsidering you have to roll good results 3 times.
So what are you going to do? Well, either you let the party suffer, place items you want them to have, or let them buy what they want, with some sort of control.
Let them suffer, what I was really taking about that you responded to, means the DM is going to have to alter challanges, especially at higher levels unless the party likes to craft items. I don't like the work involved in those modifications, since I could never just pull out a printed adventure.
Give them what they need: streaches the imagination. With so many different magic items and how expensive they are, it really isn't likely that the party will stumble across something they will find really useful. It hurts suspension of belief. "Isn't it convienient we found this +X sword just before the monster with +X DR?" It also gives spellcasters another advantage. The are need in combat to buff the party and out of combat to equip the party. I don't reliance on one character type being in the party, though I haven't found a way around clerics yet.
Let them buy what they want also has problems, like those you mentioned. But it makes more concepts balanced. Lightly armored characters don't work very well unless you have access to Mirthral. The game is designed on this premise, whether you and I like it or not. If fighters can get items that do most whatever the mages can do, the mages wont be so exclusive. If the players spend XP instead of gold, they will feel the loss more.
I think we agree that players should have what they need without going overboard. I go for letting them try anything and disapoving of some things. You go for handing it out.
Steverooo said:
You missed the point, Loki...
PCs get magic items, they just can't BUY them! They find them in the ruins, get them from the villians, are offered them in return for undertaking the quest, etc. They don't BUY them, unless they have them made to order (which is how I finally got my weapons).
Ergo, the GM controls what's available. Casters who take the feats can still make their own stuff, but unless they own a mithril mine, those chain shirts will still be unavailable!![]()
I don't know how your campaigns work, but the ones that I play in (or run) have no magic shops, and players can only "buy" magic items when creating a character above first level. In-game, they can't do it at all. The GMs place all items in the dungeons or hands of NPC, piles of monsters' discarded remains of previous victims, etc. The wealth works out the same, the selection just isn't controlled by the players.
I have used those tables. Sure the PCs got magic treasure. Almost none of which was worth anything but money to them. What are the chances a bastard sword specialized fighter will find an enchanted bastard sword? Not good, especially condsidering you have to roll good results 3 times.
So what are you going to do? Well, either you let the party suffer, place items you want them to have, or let them buy what they want, with some sort of control.
Let them suffer, what I was really taking about that you responded to, means the DM is going to have to alter challanges, especially at higher levels unless the party likes to craft items. I don't like the work involved in those modifications, since I could never just pull out a printed adventure.
Give them what they need: streaches the imagination. With so many different magic items and how expensive they are, it really isn't likely that the party will stumble across something they will find really useful. It hurts suspension of belief. "Isn't it convienient we found this +X sword just before the monster with +X DR?" It also gives spellcasters another advantage. The are need in combat to buff the party and out of combat to equip the party. I don't reliance on one character type being in the party, though I haven't found a way around clerics yet.
Let them buy what they want also has problems, like those you mentioned. But it makes more concepts balanced. Lightly armored characters don't work very well unless you have access to Mirthral. The game is designed on this premise, whether you and I like it or not. If fighters can get items that do most whatever the mages can do, the mages wont be so exclusive. If the players spend XP instead of gold, they will feel the loss more.
I think we agree that players should have what they need without going overboard. I go for letting them try anything and disapoving of some things. You go for handing it out.