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<blockquote data-quote="d2OKC" data-source="post: 6157046" data-attributes="member: 97351"><p>To be honest, I'm a lot less worried about the effects of magic items than I am the proliferation of them in the game to begin with.</p><p></p><p>I alluded to it in the OP - when I was starting my gaming career (I was about 12 or 13 - I'm 30 now, so there's been several edition changes, and the overall meta-culture of D&D has changed quite a bit since then as well) my thief got a +1 magic dagger. This was my prized possession. I was so proud of that simple +1 magic dagger! At one point in the game, we had to sacrifice a magic item, and it was determined randomly that my dagger was to be the sacrifice. I was torn up about it.</p><p></p><p>These days, +1 daggers are a dime a dozen. These days, with crafting skills, and a group of players that is extremely savvy when it comes to optimizing their characters, magic items are no longer special in the game. That is really the feeling I'm trying to recapture - and I brought up the economic issues, because I could see that being a problem if I didn't figure out a bit of it before implementing this rule.</p><p></p><p>My basic idea so far is this (let me know if you, as a player, would have a problem with these ideas):</p><p></p><p>MAGIC ITEMS IN EXILIA (The setting - a young sword and sorcorery-type world)</p><p>- The procedures for enchanting magic items has not yet been discovered. This may be because residuum is not yet known. It might be a tricky process that just hasn't been perfected yet. Whatever the case, this is something that cannot be done. Therefore, the only magic items in the world are those enchanted by the gods, perhaps. Or maybe items that were the unwitting recipient of demon possession or some other strange or bizarre circumstance.</p><p></p><p>- There are no magic item shops. There simply isn't a high enough supply or demand for magic item shops. This doesn't mean there are not magic items for sale, but they are extremely rare, and are worth significantly more than the "retail price" listed in the books. In fact, maybe the only magic items available are artifacts? And in order to get one, an adventurer must be either extremely lucky, unlucky, or daring. They do not come without a price (and, I'm not referring to money).</p><p></p><p>- Magic items are coveted. There are people willing to do very evil things to collect magic items. If a player finds one, it is best to conceal them, and keep them extremely close and safe. Magic hunters would be a real threat in a world like this.</p><p></p><p>- Rituals would probably be unaffected. Except, of course, for the rituals allowing magic item creation. I'm not sure yet about something like transfer enchantment, but I'm thinking it's a no.</p><p></p><p>This is just a start. It is far, far, far from a finished idea. Something as drastic as this, I feel, needs plenty of forethought before implementation.</p><p></p><p>So. Thoughts about those things?</p></blockquote><p></p>
[QUOTE="d2OKC, post: 6157046, member: 97351"] To be honest, I'm a lot less worried about the effects of magic items than I am the proliferation of them in the game to begin with. I alluded to it in the OP - when I was starting my gaming career (I was about 12 or 13 - I'm 30 now, so there's been several edition changes, and the overall meta-culture of D&D has changed quite a bit since then as well) my thief got a +1 magic dagger. This was my prized possession. I was so proud of that simple +1 magic dagger! At one point in the game, we had to sacrifice a magic item, and it was determined randomly that my dagger was to be the sacrifice. I was torn up about it. These days, +1 daggers are a dime a dozen. These days, with crafting skills, and a group of players that is extremely savvy when it comes to optimizing their characters, magic items are no longer special in the game. That is really the feeling I'm trying to recapture - and I brought up the economic issues, because I could see that being a problem if I didn't figure out a bit of it before implementing this rule. My basic idea so far is this (let me know if you, as a player, would have a problem with these ideas): MAGIC ITEMS IN EXILIA (The setting - a young sword and sorcorery-type world) - The procedures for enchanting magic items has not yet been discovered. This may be because residuum is not yet known. It might be a tricky process that just hasn't been perfected yet. Whatever the case, this is something that cannot be done. Therefore, the only magic items in the world are those enchanted by the gods, perhaps. Or maybe items that were the unwitting recipient of demon possession or some other strange or bizarre circumstance. - There are no magic item shops. There simply isn't a high enough supply or demand for magic item shops. This doesn't mean there are not magic items for sale, but they are extremely rare, and are worth significantly more than the "retail price" listed in the books. In fact, maybe the only magic items available are artifacts? And in order to get one, an adventurer must be either extremely lucky, unlucky, or daring. They do not come without a price (and, I'm not referring to money). - Magic items are coveted. There are people willing to do very evil things to collect magic items. If a player finds one, it is best to conceal them, and keep them extremely close and safe. Magic hunters would be a real threat in a world like this. - Rituals would probably be unaffected. Except, of course, for the rituals allowing magic item creation. I'm not sure yet about something like transfer enchantment, but I'm thinking it's a no. This is just a start. It is far, far, far from a finished idea. Something as drastic as this, I feel, needs plenty of forethought before implementation. So. Thoughts about those things? [/QUOTE]
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