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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Game Balance: possible without magic items?
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<blockquote data-quote="LuYangShih" data-source="post: 807004" data-attributes="member: 10414"><p></p><p></p><p>This doesn't really change much. This hurts the non magic using classes more than those with inherent magic. </p><p></p><p></p><p></p><p>It's good of you to make it easier for the powergamers in your group. A Sorcerer is a much better choice in a low magic world, since their magic is almost purely inherent. Wizards, on the other hand, have a tough time if they can't find scrolls, if they can't afford scribing costs, and so on. </p><p></p><p></p><p></p><p>Evocation isn't the best choice for Sorcerers, anyway. They do much better with Transmutation and Enchantment effects, from what I've observed. And so do most Arcane casters, period.</p><p></p><p></p><p></p><p>That already exists in Holy Symbols. Most DMs simply do not enforce the rules regarding them. Enforcing the rules for Holy Symbols is one of the best ways to interfere with Clerics effectiveness, in fact. Of course, once you do this, Clerics will begin carrying six to nine Holy Symbols at all times, at the least. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, and you can already do that. </p><p></p><p></p><p></p><p></p><p></p><p>Errr... it would be much easier to curb the effectiveness of Evocation spells than the spells you just mentioned. How are melee Fighters or Rogues supposed to deal with a flying Sorcerer if they don't have access to magic items or a caster friend themselves? The range increment for several spells have a much greater range than bows. And even if those spells aren't used, do you really want to force every non caster character in your campaign to become a ranged combatant?</p><p></p><p>Haste and Improved Invisibility are so powerful they have been nerfed or outright banned by several DMs. And that's in campaigns where magic is readily available. </p><p></p><p></p><p></p><p>That's a nice flavor element, but how is it going to be balanced? Why should a person ever pick a non caster class in your campaign, if they are going to be much more powerful when they pick a caster class? </p><p></p><p></p><p></p><p>They will be greatly reduced in capability. And who needs a Fighter around when you can cast all of these spells, in a world where little to no people have the power to counteract them?:</p><p></p><p><strong>Sleep.</strong></p><p><strong>Color Spray.</strong></p><p>Burning Hands.</p><p>Summon Monster I through IX.</p><p>Expeditious Retreat.</p><p>Acid Arrow.</p><p>Web.</p><p>Mirror Image.</p><p>Rope Trick.</p><p>Bull's Strength.</p><p>Cat's Grace.</p><p>Endurance.</p><p>Flame Arrow.</p><p>Stinking Cloud.</p><p>Displacement.</p><p>Vampiric Touch.</p><p><strong>Fly.</strong></p><p><strong>Haste.</strong></p><p><strong>Stoneskin.</strong></p><p><strong>Confusion.</strong></p><p><strong>Lesser Geas.</strong></p><p><strong>Improved Invisibilty.</strong></p><p><strong>Polymorph Self.</strong></p><p><strong>Polymorph Other.</strong></p><p><strong></strong></p><p></p><p>Etc., etc. And those are spells from just the first four levels of the Sorcerers list. Casters are already amazingly powerful, and if you remove the magic items that Fighter and Rogue types are so heavily reliant upon, they will become practically invincible if you do not place real, heavy restrictions upon them.</p></blockquote><p></p>
[QUOTE="LuYangShih, post: 807004, member: 10414"] [B][/b] This doesn't really change much. This hurts the non magic using classes more than those with inherent magic. [b][/b] It's good of you to make it easier for the powergamers in your group. A Sorcerer is a much better choice in a low magic world, since their magic is almost purely inherent. Wizards, on the other hand, have a tough time if they can't find scrolls, if they can't afford scribing costs, and so on. [b][/b] Evocation isn't the best choice for Sorcerers, anyway. They do much better with Transmutation and Enchantment effects, from what I've observed. And so do most Arcane casters, period. [b][/b] That already exists in Holy Symbols. Most DMs simply do not enforce the rules regarding them. Enforcing the rules for Holy Symbols is one of the best ways to interfere with Clerics effectiveness, in fact. Of course, once you do this, Clerics will begin carrying six to nine Holy Symbols at all times, at the least. ;) [b][/b] Yeah, and you can already do that. [b][/b] Errr... it would be much easier to curb the effectiveness of Evocation spells than the spells you just mentioned. How are melee Fighters or Rogues supposed to deal with a flying Sorcerer if they don't have access to magic items or a caster friend themselves? The range increment for several spells have a much greater range than bows. And even if those spells aren't used, do you really want to force every non caster character in your campaign to become a ranged combatant? Haste and Improved Invisibility are so powerful they have been nerfed or outright banned by several DMs. And that's in campaigns where magic is readily available. [b][/b] That's a nice flavor element, but how is it going to be balanced? Why should a person ever pick a non caster class in your campaign, if they are going to be much more powerful when they pick a caster class? [b][/b] They will be greatly reduced in capability. And who needs a Fighter around when you can cast all of these spells, in a world where little to no people have the power to counteract them?: [b]Sleep. Color Spray.[/b] Burning Hands. Summon Monster I through IX. Expeditious Retreat. Acid Arrow. Web. Mirror Image. Rope Trick. Bull's Strength. Cat's Grace. Endurance. Flame Arrow. Stinking Cloud. Displacement. Vampiric Touch. [b]Fly. Haste. Stoneskin. Confusion. Lesser Geas. Improved Invisibilty. Polymorph Self. Polymorph Other. [/b] Etc., etc. And those are spells from just the first four levels of the Sorcerers list. Casters are already amazingly powerful, and if you remove the magic items that Fighter and Rogue types are so heavily reliant upon, they will become practically invincible if you do not place real, heavy restrictions upon them. [/QUOTE]
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