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General Tabletop Discussion
*TTRPGs General
Buying magic items vs. finding magic items
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<blockquote data-quote="Quasqueton" data-source="post: 1248071" data-attributes="member: 3854"><p>In my previous campaigns, (mostly AD&D1 rules in my homebrew world), magic was rare but wonderous and relatively powerful -- a party of 6 experienced PCs may have one or two items worthy of legend, but absolutely nothing else magical (probably not even potions or scrolls). In this campaign, a PC's character (personality) would probably change from what the Player planned because he found a magic item that gave him a different presence. The Player may not have expected or intended his mage to become the "Ice Wizard of Landward", but you don't toss aside the Staff of Ice (the only magic item the character would probably ever see) just because it doesn't fit your initial concept. </p><p></p><p>I had never really been a Player much during that series of campaigns, so I didn't realize how a Player might have a concept in mind for his PC.</p><p></p><p>In a campaign I played in, (AD&D2 in the DM's homebrew world), our PCs found or were awarded magic items we wanted or that fit our character. It was kind of neat that our magic items supported our PC's role, rather than the magic item altering the course of the PC's personality. Events and adventures and companions guided/instigated the PC's personality changes -- not the tools he found.</p><p></p><p>But as a Player in this campaign, it did feel rather "gamey" how the items in lost hordes or the king's vault were just what we were looking for.</p><p></p><p>In my current campaign, (D&D3.5 in my homebrew world), the PCs can buy and sell magic items as commodities through guilds and brokers (no magic Wal-Marts). Most ancient lost/hidden treasure caches will contain plenty of cash-loot for the PCs to equip themselves with standard magic items as they want and/or need. But there are also many unusual and wonderous ancient magic items to be *found*. </p><p></p><p>To me, the perfect treasure horde is one with lots of money (to buy standard equipment and magic items) and one or two unusual and interesting and unusual magic items (to ooh and ahh over). No matter how much some people would like to pretend, for D&D veterans there is nothing wonderous and mystical about another +1 weapon or a cloak of elvenkind or a bag of holding. Been there, used and worn that. Might as well let the PCs pick and choose their own standard magic equipment -- but do have some unusual "toys" to find and play with. </p><p></p><p>As a Player, I'd like to buy magic items to support my character concept, but I do also like to find some unusual and wonderous item as a quirk (not as a character-defining presence).</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1248071, member: 3854"] In my previous campaigns, (mostly AD&D1 rules in my homebrew world), magic was rare but wonderous and relatively powerful -- a party of 6 experienced PCs may have one or two items worthy of legend, but absolutely nothing else magical (probably not even potions or scrolls). In this campaign, a PC's character (personality) would probably change from what the Player planned because he found a magic item that gave him a different presence. The Player may not have expected or intended his mage to become the "Ice Wizard of Landward", but you don't toss aside the Staff of Ice (the only magic item the character would probably ever see) just because it doesn't fit your initial concept. I had never really been a Player much during that series of campaigns, so I didn't realize how a Player might have a concept in mind for his PC. In a campaign I played in, (AD&D2 in the DM's homebrew world), our PCs found or were awarded magic items we wanted or that fit our character. It was kind of neat that our magic items supported our PC's role, rather than the magic item altering the course of the PC's personality. Events and adventures and companions guided/instigated the PC's personality changes -- not the tools he found. But as a Player in this campaign, it did feel rather "gamey" how the items in lost hordes or the king's vault were just what we were looking for. In my current campaign, (D&D3.5 in my homebrew world), the PCs can buy and sell magic items as commodities through guilds and brokers (no magic Wal-Marts). Most ancient lost/hidden treasure caches will contain plenty of cash-loot for the PCs to equip themselves with standard magic items as they want and/or need. But there are also many unusual and wonderous ancient magic items to be *found*. To me, the perfect treasure horde is one with lots of money (to buy standard equipment and magic items) and one or two unusual and interesting and unusual magic items (to ooh and ahh over). No matter how much some people would like to pretend, for D&D veterans there is nothing wonderous and mystical about another +1 weapon or a cloak of elvenkind or a bag of holding. Been there, used and worn that. Might as well let the PCs pick and choose their own standard magic equipment -- but do have some unusual "toys" to find and play with. As a Player, I'd like to buy magic items to support my character concept, but I do also like to find some unusual and wonderous item as a quirk (not as a character-defining presence). Quasqueton [/QUOTE]
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