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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="Ravellion" data-source="post: 926554" data-attributes="member: 538"><p>Game setting? Sure. Game Balance? heck no.</p><p></p><p>I once tried, early in 3e, to have a low magic world. The only thing I changed was the availability of Magic items, and flavour stuff (people being scared of wizards, and there were fewer of them around, and less high magic flavour monsters: mostly humanoids instead). There were very few magic items, and I raised the costs of them all to 200% of their original value.</p><p></p><p>This made Wizards and Clerics <em>incredibly</em> powerful in comparison to Fighters and Rogues, while actually not reducing the flavour of the world much to low magic. In encounters magic was still very powerful, and easily attainable.</p><p></p><p>I couldn't really use strange monsters to keep my world's image, and I couldn't give my NPCs cloaks of resistance either, which made saves auto fail. It rose the ego of the Wizard's player through the roof, since he was one of the few wizards in the world. The only thing that would really challenge them would ahve been other magical foes - which would have gone directly against my statement of low magic world.</p><p></p><p>I eventually let the players destroy a magic surpressing artifact to restore the world to normal magic around level 9-10. Since then, i still sometimes long for the days of 2e Dragonlance (not the modules, but the settign with homebrewn adventures) where we had very little magic indeed. But I know that it will take bit more work* than just saying no to magic item creation.</p><p></p><p>So in any case, I don't accept your argument: the system is inherently balanced exactly to allow the players an occasional magic item to be crafted by themselves (though they shouldn't become factories), and keeping the system balanced without them having access to magic items (and to a lesser extent, item creation), is harder on the DM to do than it would be by simply granting them these things.</p><p></p><p>(edit to make sense)</p><p></p><p>(* Less wealth as well, for starters, and perhaps slower advancement for spellcasters)</p></blockquote><p></p>
[QUOTE="Ravellion, post: 926554, member: 538"] Game setting? Sure. Game Balance? heck no. I once tried, early in 3e, to have a low magic world. The only thing I changed was the availability of Magic items, and flavour stuff (people being scared of wizards, and there were fewer of them around, and less high magic flavour monsters: mostly humanoids instead). There were very few magic items, and I raised the costs of them all to 200% of their original value. This made Wizards and Clerics [i]incredibly[/i] powerful in comparison to Fighters and Rogues, while actually not reducing the flavour of the world much to low magic. In encounters magic was still very powerful, and easily attainable. I couldn't really use strange monsters to keep my world's image, and I couldn't give my NPCs cloaks of resistance either, which made saves auto fail. It rose the ego of the Wizard's player through the roof, since he was one of the few wizards in the world. The only thing that would really challenge them would ahve been other magical foes - which would have gone directly against my statement of low magic world. I eventually let the players destroy a magic surpressing artifact to restore the world to normal magic around level 9-10. Since then, i still sometimes long for the days of 2e Dragonlance (not the modules, but the settign with homebrewn adventures) where we had very little magic indeed. But I know that it will take bit more work* than just saying no to magic item creation. So in any case, I don't accept your argument: the system is inherently balanced exactly to allow the players an occasional magic item to be crafted by themselves (though they shouldn't become factories), and keeping the system balanced without them having access to magic items (and to a lesser extent, item creation), is harder on the DM to do than it would be by simply granting them these things. (edit to make sense) (* Less wealth as well, for starters, and perhaps slower advancement for spellcasters) [/QUOTE]
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DMs: How available do you make magic items? And what about the craft feats?
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