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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Campaign Setting - Wuxia?
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<blockquote data-quote="hong" data-source="post: 851231" data-attributes="member: 537"><p>How on earth is being able to fly, no matter how it's handwaved, not magic? It's something that only extremely skilled/unique individuals can achieve; it's definitely against the laws of physics; by any sensible definition of the word (ie outside D&D-land), that's magic. There was plenty of magic in CTHD, you're just choosing to define it as "not magic" for your own ends.</p><p></p><p></p><p></p><p>Ring of jumping + boots of S&S or air walk == wuxia stunts all day long. There are plenty of ways to achieve enhanced mobility other than the standard fly spell.</p><p></p><p></p><p></p><p>Ah yes, the "too many magic items" story. Time to dig out the MaoR quote again....</p><p></p><p></p><p></p><p>Now that's Rokugan, and some of the specific details won't necessarily translate to all settings, but the basic point is clear. You can easily think of magic items as being imbued in some way to hold some portion of their wearer's power, and thus becoming an intrinsic part of him. Under this paradigm, the "gold piece" values given in the DMG can be thought of more as "power points", giving some abstract measure of the potency of each individual item. Magic items can thus be turned from something external to a character, to something intrinsic.</p><p></p><p>The benefits of doing this are many:</p><p>- You don't have to spend time reinventing the wheel. The DMG already gives lots of precalculated power point values, and even gives suggested power point limits by character level. There's no need to create and balance your own system, fun though that might be for some.</p><p></p><p>- Compared to a regular D&D game, it removes much of the looting mentality that tends to be commonplace. You can play a noble, upstanding type who refuses to hoard treasure, and not feel screwed for it.</p><p></p><p>- The bad guys can also have imbued items, which won't function for the good guys. This makes moot the cardinal principle of treasure placement: never give an NPC an item you don't want the PCs to get their hands on.</p><p></p><p>I'm actually using something like this right now in my Britannia 3E campaign. It's working quite well. In fact, in the last session, the knight leapt 30 feet into the air with a ring of jumping and boots of S&S, and smacked a dragon in the head. You couldn't get a more wuxia moment, and it's not even a wuxia game.</p><p> </p><p></p><p></p><p>Not that many. Personally, I'd just use one of the six million <a href="http://www.zipworld.com.au/~hong/dnd/martialartist.htm" target="_blank">martial artist</a> classes floating around, along with appropriate feats, and pair it with something like the above.</p><p></p><p></p><p></p><p>If you really want to simulate things to the Nth degree, you want to play something like Ninja Hero (which genuinely does look like a good product, really). If you want to play D&D with a minimal degree of mucking around with game mechanics, you shift your underlying paradigm, as given above.</p><p></p><p></p><p>Hong "stealth pimp" Ooi</p></blockquote><p></p>
[QUOTE="hong, post: 851231, member: 537"] How on earth is being able to fly, no matter how it's handwaved, not magic? It's something that only extremely skilled/unique individuals can achieve; it's definitely against the laws of physics; by any sensible definition of the word (ie outside D&D-land), that's magic. There was plenty of magic in CTHD, you're just choosing to define it as "not magic" for your own ends. Ring of jumping + boots of S&S or air walk == wuxia stunts all day long. There are plenty of ways to achieve enhanced mobility other than the standard fly spell. Ah yes, the "too many magic items" story. Time to dig out the MaoR quote again.... Now that's Rokugan, and some of the specific details won't necessarily translate to all settings, but the basic point is clear. You can easily think of magic items as being imbued in some way to hold some portion of their wearer's power, and thus becoming an intrinsic part of him. Under this paradigm, the "gold piece" values given in the DMG can be thought of more as "power points", giving some abstract measure of the potency of each individual item. Magic items can thus be turned from something external to a character, to something intrinsic. The benefits of doing this are many: - You don't have to spend time reinventing the wheel. The DMG already gives lots of precalculated power point values, and even gives suggested power point limits by character level. There's no need to create and balance your own system, fun though that might be for some. - Compared to a regular D&D game, it removes much of the looting mentality that tends to be commonplace. You can play a noble, upstanding type who refuses to hoard treasure, and not feel screwed for it. - The bad guys can also have imbued items, which won't function for the good guys. This makes moot the cardinal principle of treasure placement: never give an NPC an item you don't want the PCs to get their hands on. I'm actually using something like this right now in my Britannia 3E campaign. It's working quite well. In fact, in the last session, the knight leapt 30 feet into the air with a ring of jumping and boots of S&S, and smacked a dragon in the head. You couldn't get a more wuxia moment, and it's not even a wuxia game. Not that many. Personally, I'd just use one of the six million [url="http://www.zipworld.com.au/~hong/dnd/martialartist.htm"]martial artist[/url] classes floating around, along with appropriate feats, and pair it with something like the above. If you really want to simulate things to the Nth degree, you want to play something like Ninja Hero (which genuinely does look like a good product, really). If you want to play D&D with a minimal degree of mucking around with game mechanics, you shift your underlying paradigm, as given above. Hong "stealth pimp" Ooi [/QUOTE]
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