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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Shallown" data-source="post: 64455" data-attributes="member: 1368"><p>I agree with several of the posters that this should be an effort to find things on the party's part, not impossible by any means but sometimes there are several things that can mess them up for example... asking questions around town/city alerts enemies to your presence and to a smart enemy your plans; enemies can plant "trap" type of an item something they made to "get" the Party they could become effectively "bugged"; </p><p></p><p>Second If they make the items for themselves you can evil GM and interrupt or at least make events progress in a way were they wish they hadn't been tied up. Guilt is a powerful tool. </p><p></p><p>Burning experience is not nice and in its own way a balancing item, never allow them to get rid of it maybe share it with another party member through a feat or spell but not get rid of it.</p><p></p><p>You still control the market, As someone suggested make a few items for whatever needs they have, add on some small misc. abilities to drive the cost up a little and you can do fine while still showing Flavor and influence of your campaign world. </p><p></p><p>I am running character in Return to the Temple and we are 2-3 levels higher and 2-3 characters over what is needed to clear out most of the foes we encounter, so we almost always end up with items and things we don't need or want (If I find another cloak +1 of resistance I'll puke) So we end up selling everything every few weeks and spending a week to a month making items and finding items to buy as well as commissioning items to be made. (Which as a side note watch out for cheap skill boosting items, Rogues just love them). So half our treasure becomes items we can use and we still manage to get some decent stuff. Since my character acts as accountant and quartermaster I make sure the group comes first and then individual needs. I think the nicest thing is we can slowly upgrade our own weapons, armor and such instead of always trading in for new stuff, it gives the items a little history. </p><p></p><p>Well I hope that helps</p></blockquote><p></p>
[QUOTE="Shallown, post: 64455, member: 1368"] I agree with several of the posters that this should be an effort to find things on the party's part, not impossible by any means but sometimes there are several things that can mess them up for example... asking questions around town/city alerts enemies to your presence and to a smart enemy your plans; enemies can plant "trap" type of an item something they made to "get" the Party they could become effectively "bugged"; Second If they make the items for themselves you can evil GM and interrupt or at least make events progress in a way were they wish they hadn't been tied up. Guilt is a powerful tool. Burning experience is not nice and in its own way a balancing item, never allow them to get rid of it maybe share it with another party member through a feat or spell but not get rid of it. You still control the market, As someone suggested make a few items for whatever needs they have, add on some small misc. abilities to drive the cost up a little and you can do fine while still showing Flavor and influence of your campaign world. I am running character in Return to the Temple and we are 2-3 levels higher and 2-3 characters over what is needed to clear out most of the foes we encounter, so we almost always end up with items and things we don't need or want (If I find another cloak +1 of resistance I'll puke) So we end up selling everything every few weeks and spending a week to a month making items and finding items to buy as well as commissioning items to be made. (Which as a side note watch out for cheap skill boosting items, Rogues just love them). So half our treasure becomes items we can use and we still manage to get some decent stuff. Since my character acts as accountant and quartermaster I make sure the group comes first and then individual needs. I think the nicest thing is we can slowly upgrade our own weapons, armor and such instead of always trading in for new stuff, it gives the items a little history. Well I hope that helps [/QUOTE]
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High level 3e magic item purchasing... when does enough become too much?
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