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Excerpt: You and Your Magic Items
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<blockquote data-quote="Mercule" data-source="post: 4225312" data-attributes="member: 5100"><p>Okay. Works for me.</p><p></p><p>I've never been in a game where anyone wanted to quest for an uber-cool weapon twice. Things pretty much broke down to two camps: 1) characters who had a signature weapon and 2) characters who frisked every corpse, crack, and coffer looking for their next toy. The former were usually concerned with mechanical obsolescence of a character-defining element while the latter have avoided any sort of "quest for Excalibur" because it'd give them something they could never upgrade in good conscience.</p><p></p><p>The stories told in my games have generally been about heroes saving the damsel/town/kingdom/world or about people accumulating power that's useful in a outside what you could gain by just being higher level (e.g. bigger BAB). Sure, everybody likes having a trinket that gives them an edge, but it isn't the end in itself. Even though Excalibur was awesome in combat, its real value was in being the mark of the true King.</p><p></p><p>If your stories have a strong component of personal arms race to them, it would definitely be odd to remove the defined pluses. For my games, what you perceive as a drawback is actually a motivating benefit.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4225312, member: 5100"] Okay. Works for me. I've never been in a game where anyone wanted to quest for an uber-cool weapon twice. Things pretty much broke down to two camps: 1) characters who had a signature weapon and 2) characters who frisked every corpse, crack, and coffer looking for their next toy. The former were usually concerned with mechanical obsolescence of a character-defining element while the latter have avoided any sort of "quest for Excalibur" because it'd give them something they could never upgrade in good conscience. The stories told in my games have generally been about heroes saving the damsel/town/kingdom/world or about people accumulating power that's useful in a outside what you could gain by just being higher level (e.g. bigger BAB). Sure, everybody likes having a trinket that gives them an edge, but it isn't the end in itself. Even though Excalibur was awesome in combat, its real value was in being the mark of the true King. If your stories have a strong component of personal arms race to them, it would definitely be odd to remove the defined pluses. For my games, what you perceive as a drawback is actually a motivating benefit. [/QUOTE]
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Excerpt: You and Your Magic Items
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