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DMs against the Magical Wal-Mart
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1433177" data-attributes="member: 6584"><p>Last 'high magic' campaign I ran didn't have magic item superstores... but it did have pretty hassle free item aquisition for minor stuff - 'rpg' for major items. What was 'major' or 'minor' changed over the game, depending on power levels and what was fun at the time. </p><p></p><p>+1 Holy sword = oooohhhh at 5th level. At 16th level = "shrug, so what!"</p><p></p><p>Was OK, if a little unsatisfying. </p><p></p><p>My current game will have very little in the way of item trading, or indeed items. Went for imbued 'superpowers' instead of items. But it's really a different way of describing things. From a certain point of view, it's also far 'worse' than the 'item shop' mentality in that it gives players control over what 'superpowers' they're going to have... without going through the hassle of trading or spending cash.</p><p></p><p>Edit: Brain notte workee.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1433177, member: 6584"] Last 'high magic' campaign I ran didn't have magic item superstores... but it did have pretty hassle free item aquisition for minor stuff - 'rpg' for major items. What was 'major' or 'minor' changed over the game, depending on power levels and what was fun at the time. +1 Holy sword = oooohhhh at 5th level. At 16th level = "shrug, so what!" Was OK, if a little unsatisfying. My current game will have very little in the way of item trading, or indeed items. Went for imbued 'superpowers' instead of items. But it's really a different way of describing things. From a certain point of view, it's also far 'worse' than the 'item shop' mentality in that it gives players control over what 'superpowers' they're going to have... without going through the hassle of trading or spending cash. Edit: Brain notte workee. [/QUOTE]
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