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[DM advice] help with magic item balance
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<blockquote data-quote="Arnwyn" data-source="post: 573131" data-attributes="member: 7701"><p>Sounds *exactly* (and I mean, exactly) like how I run my campaign. There have been no problems, and I didn't have to tweak any of the rules.</p><p></p><p>For example, for a portion of the gp value of a magic item, I sometimes (depending on the item and the PC's location) rule that a particular component is not available, and the the character must go out and find it somewhere (aka adventure). In fact, I've even went a step further and required a permanent lab and library to make magic items (this fosters the creation of a base of operations, and gets PCs more attached to a particular area, as I allow them free reign in my (very detailed) campaign world). And no player of mine sees this as "unbalancing".</p><p></p><p>The player who feels that this won't work doesn't know what he/she is talking about - treating magic items this way has made them seem much more "special", reduced the commodity feeling, and increased the number of adventure and role-playing opportunities. At least IME.</p></blockquote><p></p>
[QUOTE="Arnwyn, post: 573131, member: 7701"] Sounds *exactly* (and I mean, exactly) like how I run my campaign. There have been no problems, and I didn't have to tweak any of the rules. For example, for a portion of the gp value of a magic item, I sometimes (depending on the item and the PC's location) rule that a particular component is not available, and the the character must go out and find it somewhere (aka adventure). In fact, I've even went a step further and required a permanent lab and library to make magic items (this fosters the creation of a base of operations, and gets PCs more attached to a particular area, as I allow them free reign in my (very detailed) campaign world). And no player of mine sees this as "unbalancing". The player who feels that this won't work doesn't know what he/she is talking about - treating magic items this way has made them seem much more "special", reduced the commodity feeling, and increased the number of adventure and role-playing opportunities. At least IME. [/QUOTE]
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[DM advice] help with magic item balance
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