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<blockquote data-quote="I'm A Banana" data-source="post: 1393233" data-attributes="member: 2067"><p>I don't have a problem with magic items per se. Heck, I very much advocate the sale of such.</p><p></p><p>The problem I have is that magic items are part of the power of the character, but they don't seem to be part of the character...when you can buy a magic sword, or find a magic ring on a dead goblin, that's something that is magical and special, but not something that is part of your CHARACTER'S might, y'know? It's just fortuitous chance, luck, or your daddy's will. At best, it's a Bond-style Q-lab giving you the wand, boots, or cloak you may need to complete the quest (indeed, that's a good rationale for player treasure), but they're still just doo-dads, and come the next adventure, they're not so much around anymore. </p><p></p><p>And then you have the other extreme of truly legendary weapons that should be pretty well unique to the charcter. Excalibur, et al...these are special things that not everyone gets to wield, that you can't buy at a shop, that are special rewards for special ceremonies and part of the campaign and plot in a way that's independant of their +x value. </p><p></p><p>Giving them some powers at the cost of some treasure still lets me give out stuff for them (just gotta lessen the powers' might is all), while allowing them the same abilities, just inherent to the character, and not have to be found, or bought, or bestowed. Especially when they're so tailored to the character.</p><p></p><p>Having them integral to the character helps me avoid that little leap of logic, and still lets me give them magic items....it just means that if the plot doesn't call for a treasure hoard, I can still give them power for doing whatever they do, without worrying about them falling behind.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1393233, member: 2067"] I don't have a problem with magic items per se. Heck, I very much advocate the sale of such. The problem I have is that magic items are part of the power of the character, but they don't seem to be part of the character...when you can buy a magic sword, or find a magic ring on a dead goblin, that's something that is magical and special, but not something that is part of your CHARACTER'S might, y'know? It's just fortuitous chance, luck, or your daddy's will. At best, it's a Bond-style Q-lab giving you the wand, boots, or cloak you may need to complete the quest (indeed, that's a good rationale for player treasure), but they're still just doo-dads, and come the next adventure, they're not so much around anymore. And then you have the other extreme of truly legendary weapons that should be pretty well unique to the charcter. Excalibur, et al...these are special things that not everyone gets to wield, that you can't buy at a shop, that are special rewards for special ceremonies and part of the campaign and plot in a way that's independant of their +x value. Giving them some powers at the cost of some treasure still lets me give out stuff for them (just gotta lessen the powers' might is all), while allowing them the same abilities, just inherent to the character, and not have to be found, or bought, or bestowed. Especially when they're so tailored to the character. Having them integral to the character helps me avoid that little leap of logic, and still lets me give them magic items....it just means that if the plot doesn't call for a treasure hoard, I can still give them power for doing whatever they do, without worrying about them falling behind. [/QUOTE]
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