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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Plane Sailing" data-source="post: 64238" data-attributes="member: 114"><p>I haven't run into this situation yet, but if I can offer a suggestion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Most of the magic items in your campaign seem unique and specially crafted items. Although it would mean extra work for you, I would think that the best option would be to get the Defenders to say the *kind* of thing they are looking for rather than specifics ("Velendo wants something to bolster his weak constitution", "Tao feels that her AC is too low" etc).</p><p></p><p>Then it would be up to you to craft 1-3 possible items which meet those broad desires (to a greater or lesser extent). This would be much better than a DMG shopping list approach, which would seem a little strange.</p><p></p><p>This would give you the advantage of allowing them to find nicely crafted things which might have an additional beneficial side effect which they hadn't expected, nicely crafted things which have a bit of history to them (which might provide leads or threats in the future) and so forth.</p><p></p><p>That's the way I'd like to handle it if my players ever reach the upper levels anyway.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 64238, member: 114"] I haven't run into this situation yet, but if I can offer a suggestion :) Most of the magic items in your campaign seem unique and specially crafted items. Although it would mean extra work for you, I would think that the best option would be to get the Defenders to say the *kind* of thing they are looking for rather than specifics ("Velendo wants something to bolster his weak constitution", "Tao feels that her AC is too low" etc). Then it would be up to you to craft 1-3 possible items which meet those broad desires (to a greater or lesser extent). This would be much better than a DMG shopping list approach, which would seem a little strange. This would give you the advantage of allowing them to find nicely crafted things which might have an additional beneficial side effect which they hadn't expected, nicely crafted things which have a bit of history to them (which might provide leads or threats in the future) and so forth. That's the way I'd like to handle it if my players ever reach the upper levels anyway. Cheers [/QUOTE]
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