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Excerpt: You and Your Magic Items
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<blockquote data-quote="keterys" data-source="post: 4224204" data-attributes="member: 43019"><p>While I'm reticent to bother with house rules initially, I highly suspect that two of my three starting 4e campaigns will effectively have no ability to purchase magic items.</p><p></p><p>One because it's an enclosed campaign with no ability to get out (until the end of the campaign). </p><p></p><p>One a magic item merchant who stocks +1 items and _rarely_ some other item who will offer 20ish% (she likes people who sign a charter with her) or offer to put items on commission for full value minus a commission, so like 80-100%, but she has to caravan them out, then ship them to another city, so it'll be a minimum of 3 months and more likely a year at least. </p><p></p><p>The last is a 1 hour a week 'beer and pretzel' game. I might let them buy/sell for that one, or I might not. The totally nonserious 'plot' for that game is that they're being teleported into hot spots that need aventurer attention and after 1 hour they get yanked back (alive or dead) to 'base'. I suspect I'll go with no sales for that game and use all equipment on adventuring cards (ie, like paizo's) so that they really appreciate everything they get.</p><p></p><p>So, inadvertently my first 3 campaigns are vastly changing those rules.</p><p></p><p>For identification, I think the first will use the standard rule, the second will require the party's mage use his 'identify ritual' (that he already has) on a short rest (but the lackwit paladin is out of luck for most items)... the third I think might just auto identify everything, even without a rest. Ie, I'll just hand them the item with the stats on the card.</p><p></p><p>I don't plan on almost any house rules for these games, but I do plan on doing a 'you auto get pluses' game at some point soon-ish into the system. Almost assuredly with the game I want to be about families and legacies, where I want someone to do things like inherit their family sword and use forever, etc.</p></blockquote><p></p>
[QUOTE="keterys, post: 4224204, member: 43019"] While I'm reticent to bother with house rules initially, I highly suspect that two of my three starting 4e campaigns will effectively have no ability to purchase magic items. One because it's an enclosed campaign with no ability to get out (until the end of the campaign). One a magic item merchant who stocks +1 items and _rarely_ some other item who will offer 20ish% (she likes people who sign a charter with her) or offer to put items on commission for full value minus a commission, so like 80-100%, but she has to caravan them out, then ship them to another city, so it'll be a minimum of 3 months and more likely a year at least. The last is a 1 hour a week 'beer and pretzel' game. I might let them buy/sell for that one, or I might not. The totally nonserious 'plot' for that game is that they're being teleported into hot spots that need aventurer attention and after 1 hour they get yanked back (alive or dead) to 'base'. I suspect I'll go with no sales for that game and use all equipment on adventuring cards (ie, like paizo's) so that they really appreciate everything they get. So, inadvertently my first 3 campaigns are vastly changing those rules. For identification, I think the first will use the standard rule, the second will require the party's mage use his 'identify ritual' (that he already has) on a short rest (but the lackwit paladin is out of luck for most items)... the third I think might just auto identify everything, even without a rest. Ie, I'll just hand them the item with the stats on the card. I don't plan on almost any house rules for these games, but I do plan on doing a 'you auto get pluses' game at some point soon-ish into the system. Almost assuredly with the game I want to be about families and legacies, where I want someone to do things like inherit their family sword and use forever, etc. [/QUOTE]
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