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Awarding One Magic Weapon only to each player in a campaign
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<blockquote data-quote="jgsugden" data-source="post: 7401158" data-attributes="member: 2629"><p>I go for the middle road. PCs find about 6 items per PC and can afford to buy 4 or so more.... but they're not guaranteed to find a single weapon with a plus associated with - much less a +1, then a +2 and finally a +3. </p><p></p><p>Half the items the PCs find are randomly rolled up. Whatever they find, they find. If they can't use it, they can try to find a way to trade it - maybe for an item, or maybe to achieve a party objective. The other half of what they find are items I create that will be fun additions to the game. They may be useful, they may have drawbacks... For example, I recently added a pair of boots to a game that turn into stilts. Also, once per day they can convert into a 20 foot tall, 5 foot wide tower... but the boots are attached tot the PCs feet and the tower - immobilizing them.Lots of uses... but some risk, too. </p><p></p><p>They get enough gold to buy items, too, if that is how they elect to spend coin. Common items are easy to find. Uncommon take a little effort. Rare items require real effort and are often entirely unavailable (I determine a list of potentially available items at the start of the campaign using a random generator tool). There are also a few top tier items availale in the world ... but buying them is rarely possible. They're special.</p><p></p><p>I wouldn't want to have less items in the game. Getting one item every other level or so is about right. It gives them time to be appreciated. However, it also keeps a touch of that historic feeling from early D&D ... and that yu feel when opening a good Magic pack ... where you add something cool to your character's stry.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7401158, member: 2629"] I go for the middle road. PCs find about 6 items per PC and can afford to buy 4 or so more.... but they're not guaranteed to find a single weapon with a plus associated with - much less a +1, then a +2 and finally a +3. Half the items the PCs find are randomly rolled up. Whatever they find, they find. If they can't use it, they can try to find a way to trade it - maybe for an item, or maybe to achieve a party objective. The other half of what they find are items I create that will be fun additions to the game. They may be useful, they may have drawbacks... For example, I recently added a pair of boots to a game that turn into stilts. Also, once per day they can convert into a 20 foot tall, 5 foot wide tower... but the boots are attached tot the PCs feet and the tower - immobilizing them.Lots of uses... but some risk, too. They get enough gold to buy items, too, if that is how they elect to spend coin. Common items are easy to find. Uncommon take a little effort. Rare items require real effort and are often entirely unavailable (I determine a list of potentially available items at the start of the campaign using a random generator tool). There are also a few top tier items availale in the world ... but buying them is rarely possible. They're special. I wouldn't want to have less items in the game. Getting one item every other level or so is about right. It gives them time to be appreciated. However, it also keeps a touch of that historic feeling from early D&D ... and that yu feel when opening a good Magic pack ... where you add something cool to your character's stry. [/QUOTE]
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