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<blockquote data-quote="Helldritch" data-source="post: 7189526" data-attributes="member: 6855114"><p>That never was a problem in games I ran.</p><p>Even when players can make their magic items, it takes time to make one. Surplus magic items were often given to key followers, henchmen or simply allies. This had the effect of raising their loyalty toward the party.</p><p></p><p>Usually, especialy in 1e (but it was done in 3e too, to a lesser extent) the group started with doing quests/adventures up to level 5. Then the hirelings started to enter the picture. Some NPC might come and go as the game progressed. Around level 9 (name level) henchmen came in. Around level 12 the group started to "split". Sometimes an adventure was ran entirely by the henchmen of the players (who were taking control of their henchmen for the game). A henchman could be brought along some adventures, and in the process would see surplus magic items given to them. Once a group was TPK and they were brought back by their henchmen! </p><p></p><p>It was not rare in my games to have a player play more than one character. Sometimes a player could play 2 or 3 henchmen. The rapid pacing/advancement of 4e and 5e lessened this aspect of play. Players rises in level a bit too quickly for that. I'm not saying that it can not be done, just that since leveling is so fast, most games follows the "adventure path" type of games. The introductionary adventures of 3e, 4e and the adventures of 5e are perfect example of AP. At the same time, this had the advantage of reducing the amount of magic items given. There is no need of surplus magic items as there are almost no henchmen now. The magic rich environment of 1 and the scarcity of magic in 5e suits me equally well.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7189526, member: 6855114"] That never was a problem in games I ran. Even when players can make their magic items, it takes time to make one. Surplus magic items were often given to key followers, henchmen or simply allies. This had the effect of raising their loyalty toward the party. Usually, especialy in 1e (but it was done in 3e too, to a lesser extent) the group started with doing quests/adventures up to level 5. Then the hirelings started to enter the picture. Some NPC might come and go as the game progressed. Around level 9 (name level) henchmen came in. Around level 12 the group started to "split". Sometimes an adventure was ran entirely by the henchmen of the players (who were taking control of their henchmen for the game). A henchman could be brought along some adventures, and in the process would see surplus magic items given to them. Once a group was TPK and they were brought back by their henchmen! It was not rare in my games to have a player play more than one character. Sometimes a player could play 2 or 3 henchmen. The rapid pacing/advancement of 4e and 5e lessened this aspect of play. Players rises in level a bit too quickly for that. I'm not saying that it can not be done, just that since leveling is so fast, most games follows the "adventure path" type of games. The introductionary adventures of 3e, 4e and the adventures of 5e are perfect example of AP. At the same time, this had the advantage of reducing the amount of magic items given. There is no need of surplus magic items as there are almost no henchmen now. The magic rich environment of 1 and the scarcity of magic in 5e suits me equally well. [/QUOTE]
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