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<blockquote data-quote="Tony Vargas" data-source="post: 7272302" data-attributes="member: 996"><p>Any number of them. </p><p></p><p>Reduce item dependency - flip on Inherent Bonuses, so normal armor & weapons are adequate and no 'neck slot' required; tone down the fantasy angle of the campaign, just a bit, no underwater adventures or flying combats or anything that make certain supernatural abilities necessary (because then magic items become a bar to participation); avoid rock-paper-scissors 'puzzle' challenges that require having bunches of options on tap, like that golf-bag of weapons to overcome varied resistances or whatever.</p><p></p><p>Simply give out fewer items and remove make/buy options.</p><p></p><p>Make magic items a character build feature, so few items, but they'll be items that really fit the character, and you don't have to worry about placing and policing items so much.</p><p></p><p>The Enchant Item ritual lets you change the form/appearance of an item.</p><p></p><p>Like items repel. You not only can't load two items into the same slot, you can't carry a same-slot item as one that you're using. It'll magically/coincidentally leave your possession. </p><p></p><p>Like items merge. You can have two or more same-slot items, but the most potent one assimilates the lesser (adding their value until it increments to the next + or Tier or whatever).</p><p></p><p>Too many items interfere: More than a threshold number (3, your CHA mod, 2/Tier, whatever sounds good) of items carried, create magical side effects or cause two or more items to stop functioning at inopportune moments. </p><p></p><p>Too many items are a crutch: Items in excess of a threshold cause you to gain reduced exp.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7272302, member: 996"] Any number of them. Reduce item dependency - flip on Inherent Bonuses, so normal armor & weapons are adequate and no 'neck slot' required; tone down the fantasy angle of the campaign, just a bit, no underwater adventures or flying combats or anything that make certain supernatural abilities necessary (because then magic items become a bar to participation); avoid rock-paper-scissors 'puzzle' challenges that require having bunches of options on tap, like that golf-bag of weapons to overcome varied resistances or whatever. Simply give out fewer items and remove make/buy options. Make magic items a character build feature, so few items, but they'll be items that really fit the character, and you don't have to worry about placing and policing items so much. The Enchant Item ritual lets you change the form/appearance of an item. Like items repel. You not only can't load two items into the same slot, you can't carry a same-slot item as one that you're using. It'll magically/coincidentally leave your possession. Like items merge. You can have two or more same-slot items, but the most potent one assimilates the lesser (adding their value until it increments to the next + or Tier or whatever). Too many items interfere: More than a threshold number (3, your CHA mod, 2/Tier, whatever sounds good) of items carried, create magical side effects or cause two or more items to stop functioning at inopportune moments. Too many items are a crutch: Items in excess of a threshold cause you to gain reduced exp. [/QUOTE]
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