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Can 5E bring the wonder and mystery back to Magic Items?
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<blockquote data-quote="howandwhy99" data-source="post: 5777393" data-attributes="member: 3192"><p>The principle I follow is: "There is never only 1 way to open a door". The alternative to this means everything stops, especially if the goal the players seek to accomplish is on the other side of the door.</p><p></p><p>So they want to find out everything a magic item can do? Can that even do that? Yes, but it will cost them. They could explore through trial and error. That takes time. They could also find a previous owner and ask them. That takes time and some negotiation. They could find a wizard and pay them to cast a high level divination spell on the item. That takes time and some serious money. How much do they want to really know what that item can do?</p><p></p><p>Now they might think it's cursed or is having some undesired effect at times, but they don't have to use it either (well, beyond some very nasty possession effects, but that's a whole other challenge).</p><p></p><p>EDIT:</p><p></p><p>I've learned that magic item shops are simply another monster's lair. If they own a jewelry store, they have the CR to back up the amount of property they own - even if it includes a pact with the local territory's controlling faction (i.e. the guards). Maybe the owner isn't the whole challenge, at least in terms of combat, but if you take him or her on, then expect the whole group to come out and fight.</p><p></p><p>I agree magic item shops need to stop being like towns and markets are often run: free markets where there is never a threat of loss. "I'm owed this, it's in the book for that price". CHA means something when you start to barter again. Plus, the PCs might just remember that their old wizard mentor owns and will trade for magic items too (or other stuff). And that same realization can occur with dealing with that dragon, or band of gnolls, or any intelligent item owning creatures. Killing monsters isn't the only way to get what you want.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5777393, member: 3192"] The principle I follow is: "There is never only 1 way to open a door". The alternative to this means everything stops, especially if the goal the players seek to accomplish is on the other side of the door. So they want to find out everything a magic item can do? Can that even do that? Yes, but it will cost them. They could explore through trial and error. That takes time. They could also find a previous owner and ask them. That takes time and some negotiation. They could find a wizard and pay them to cast a high level divination spell on the item. That takes time and some serious money. How much do they want to really know what that item can do? Now they might think it's cursed or is having some undesired effect at times, but they don't have to use it either (well, beyond some very nasty possession effects, but that's a whole other challenge). EDIT: I've learned that magic item shops are simply another monster's lair. If they own a jewelry store, they have the CR to back up the amount of property they own - even if it includes a pact with the local territory's controlling faction (i.e. the guards). Maybe the owner isn't the whole challenge, at least in terms of combat, but if you take him or her on, then expect the whole group to come out and fight. I agree magic item shops need to stop being like towns and markets are often run: free markets where there is never a threat of loss. "I'm owed this, it's in the book for that price". CHA means something when you start to barter again. Plus, the PCs might just remember that their old wizard mentor owns and will trade for magic items too (or other stuff). And that same realization can occur with dealing with that dragon, or band of gnolls, or any intelligent item owning creatures. Killing monsters isn't the only way to get what you want. [/QUOTE]
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