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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
DMs: How available do you make magic items? And what about the craft feats?
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<blockquote data-quote="Bendris Noulg" data-source="post: 924761" data-attributes="member: 6398"><p>On average, they're not. Or that is to say, when the PCs find an item, it's <em>usually</em> a keeper. TGM's <em>Swords of Our Fathers</em> and <em>Staves of Ascendance</em> are both proving helpful in expanding the availability of items into lower (1st-5th) level, although generally the good stuff (below artifact level) is obtained between 6th and 15th level.</p><p></p><p><em>Wands of cure light wounds</em> are more problematic as Aedon doesn't have Clerics. However, the existance of GnG and W&V (and thus my own system which is about half-way between them) have freed me from the flaws of the HP system, so the dependancy on clerical magic is pretty much gone. Bastion's <em>Alchemy & Herbalists</em> opened the door to non-magical healing salves and the like, and a few characters have learned to value their ranks in Profession: Surgeon (and the ever-so-handy Feat Field Surgery).</p><p></p><p>Actually, what is or is not present is determined in a party-by-party basis. For instance, one character in one group is a 5th Level Channeler (a spell-point based Arcane Caster that is hampered by Casting Fatigue, a conversion of 2E's <em>Player's Option: Spells & Magic</em>). This character has a Staff of the Shadow Queen, which parallel's a <em>staff of power</em> but in relation to Shadow Magic, and the <em>Canon of Night</em>, which is basically an artifact although it hasn't been identified and the manner of opening the tome is not yet discovered.</p><p></p><p>In contrast, there is another character in another group that is a 27th Level Soldier/Fighter/Willshaper/Chilliarch Commander/Azen Guard who only has two matching +3 swords (which are bane weapons to an as-yet unidentified race that needs to be developed to replace the non-SRD Mind Flayers), one +4 dagger, and a psionically-powered rune-scribed circlet that provides a +1 defense against psionic telepathic attacks and shields against psionic detection.</p><p></p><p>It's simply a matter of determining the right story elements that match the background-concept of the character (an Arcane Caster that has studied Shadow Magic but isn't specialized for the first, a queen-in-exile trying to prove that she isn't the traitor responsible for the fall of her empire for the second) and providing the appropriate items to fulfill the flavor derived from it. Sometimes the items are uber-potent (such as the artifact tome which must be safe-guarded from an evil Channeler that seeks to become a god with the knowledge within) and other times they are not (such as a few +'s to grant a military commander a boost upon the field of battle).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 924761, member: 6398"] On average, they're not. Or that is to say, when the PCs find an item, it's [i]usually[/i] a keeper. TGM's [i]Swords of Our Fathers[/i] and [i]Staves of Ascendance[/i] are both proving helpful in expanding the availability of items into lower (1st-5th) level, although generally the good stuff (below artifact level) is obtained between 6th and 15th level. [i]Wands of cure light wounds[/i] are more problematic as Aedon doesn't have Clerics. However, the existance of GnG and W&V (and thus my own system which is about half-way between them) have freed me from the flaws of the HP system, so the dependancy on clerical magic is pretty much gone. Bastion's [i]Alchemy & Herbalists[/i] opened the door to non-magical healing salves and the like, and a few characters have learned to value their ranks in Profession: Surgeon (and the ever-so-handy Feat Field Surgery). Actually, what is or is not present is determined in a party-by-party basis. For instance, one character in one group is a 5th Level Channeler (a spell-point based Arcane Caster that is hampered by Casting Fatigue, a conversion of 2E's [i]Player's Option: Spells & Magic[/i]). This character has a Staff of the Shadow Queen, which parallel's a [i]staff of power[/i] but in relation to Shadow Magic, and the [i]Canon of Night[/i], which is basically an artifact although it hasn't been identified and the manner of opening the tome is not yet discovered. In contrast, there is another character in another group that is a 27th Level Soldier/Fighter/Willshaper/Chilliarch Commander/Azen Guard who only has two matching +3 swords (which are bane weapons to an as-yet unidentified race that needs to be developed to replace the non-SRD Mind Flayers), one +4 dagger, and a psionically-powered rune-scribed circlet that provides a +1 defense against psionic telepathic attacks and shields against psionic detection. It's simply a matter of determining the right story elements that match the background-concept of the character (an Arcane Caster that has studied Shadow Magic but isn't specialized for the first, a queen-in-exile trying to prove that she isn't the traitor responsible for the fall of her empire for the second) and providing the appropriate items to fulfill the flavor derived from it. Sometimes the items are uber-potent (such as the artifact tome which must be safe-guarded from an evil Channeler that seeks to become a god with the knowledge within) and other times they are not (such as a few +'s to grant a military commander a boost upon the field of battle). [/QUOTE]
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DMs: How available do you make magic items? And what about the craft feats?
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