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Does anyone do non-overpowered anymore?
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<blockquote data-quote="Cbas10" data-source="post: 1257356" data-attributes="member: 6459"><p>My D&D games tend to be a bit lower-powered than normal.  However, I don't dumb-down classes or convert to prestige classes or anything.  The easiest thing to do when a DM wants a "lower power" game is to really monitor the numbers and power levels of the magical items in the game.  For example, the 5th level characters in my game have collectively found maybe a dozen magical items throughout the entire campaign (they started at 1st level), and this includes a few potions and scrolls.</p><p></p><p>Especially considering the fact that Damage Reduction can be just as easily based on a type of weapon or a material that it is made from, players have a wider variety of items that, while special and rare, do not have to be magical in nature.  Along that route, there are several material types (and additions, such as Gem-tipped wands) that can make each and every magical item 100% unique - as they SHOULD be.  It may take a little work on my part, but one will never simply find a "+1 longsword" in my games.  Magical items are items of such great undertakings that whoever is making them will take great care to craft it for a particular purpose.  Therefore, there is a bit more impact in the game and story when one finds a sword of legend once used by a great paladin to slay fiends.  Sure, it may be "only" a <em>+1 holy cold iron longsword</em>, but its specific purpose and utility makes such a rare item all that much more important in a quest to slay a particular fiend in a later adventure.</p><p></p><p>Similarly, I tend to use "buff items" like Headbands of Intellect a lot less than normal.  Instead of a relatively bland and generic <em>Headband of Intellect +4</em>, I might, for example, opt for an item that grants +2 Intelligence and skill bonuses to Concentration and a Knowledge specific to the creator and his purpose for creating the item.</p><p></p><p>This all allows characters to quest for and otherwise obtain a variety of wondrous and unique items without having to deal with characters that look like nothing more than efforts to have the largest modifiers and most tweaked out set of skillz & powurz in the world.</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1257356, member: 6459"] My D&D games tend to be a bit lower-powered than normal. However, I don't dumb-down classes or convert to prestige classes or anything. The easiest thing to do when a DM wants a "lower power" game is to really monitor the numbers and power levels of the magical items in the game. For example, the 5th level characters in my game have collectively found maybe a dozen magical items throughout the entire campaign (they started at 1st level), and this includes a few potions and scrolls. Especially considering the fact that Damage Reduction can be just as easily based on a type of weapon or a material that it is made from, players have a wider variety of items that, while special and rare, do not have to be magical in nature. Along that route, there are several material types (and additions, such as Gem-tipped wands) that can make each and every magical item 100% unique - as they SHOULD be. It may take a little work on my part, but one will never simply find a "+1 longsword" in my games. Magical items are items of such great undertakings that whoever is making them will take great care to craft it for a particular purpose. Therefore, there is a bit more impact in the game and story when one finds a sword of legend once used by a great paladin to slay fiends. Sure, it may be "only" a [I]+1 holy cold iron longsword[/I], but its specific purpose and utility makes such a rare item all that much more important in a quest to slay a particular fiend in a later adventure. Similarly, I tend to use "buff items" like Headbands of Intellect a lot less than normal. Instead of a relatively bland and generic [I]Headband of Intellect +4[/I], I might, for example, opt for an item that grants +2 Intelligence and skill bonuses to Concentration and a Knowledge specific to the creator and his purpose for creating the item. This all allows characters to quest for and otherwise obtain a variety of wondrous and unique items without having to deal with characters that look like nothing more than efforts to have the largest modifiers and most tweaked out set of skillz & powurz in the world. [/QUOTE]
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