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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Enkhidu" data-source="post: 64556" data-attributes="member: 351"><p>I have to say, this thread is one of the better one's I've seen in the past few weeks, because it highlights what I've always seen as a weakness in the 3rd Ed idea of game balance throughout levels...</p><p></p><p>In my experience, the amount of magic (whether via spells or items) in a campaign is inversely proportional to the amount of directional control a DM has in a campaign. P-kitty said it himself, that he was only getting a little worried about the purchasing of items after the travel options opened up for the party. To me, that means that he, as a DM, has been quite comfy with the magic level in the campaign up til now (and, I must say, that's no mean feat in a 10+year campaign). It also means that the more magic the party gets its hands on, the less control over plot direction P-kitty will have (remember the Modron March, P-cat?)</p><p></p><p>However, that's not necessarily a bad thing...</p><p></p><p>From everything I've read in your story hour, Piratecat (and I've been a faithful reader since the beginning), you really enjoy when your players suprise you. Also, your group seems to be a mature group, and seem to have a firm grasp from a player's perspective on what will and will not be fun - I would expect them to try to get and keep an edge on the opposition, but I wouldn't expect them to purposely try to create game breaker combos. So, as far as that goes I wouldn't worry so much.</p><p></p><p>One last thing...</p><p></p><p>One of the absolute RatBastardish things a DM of mine once did was to have a long term behind the scenes enemy funnel the party magic items. We received them from conquered foes that seemed to weak to have such items, hoards of treasure, gifts from grateful nobility, and purchase. And many of them were set to either not work at all on their creator (the enemy behind the scenes), or be under their creator's control (same villian). </p><p></p><p>In this way, he was able to make sure that many of the items we were able to get our hands on could be tested out in campaign, and could be easily eliminated with an encounter with the enemy (boy howdy did we hate that guy when we fought him the first time after getting all those items...). We quickly got rid of/destroyed all of the tainted items as soon as we got a chance.</p></blockquote><p></p>
[QUOTE="Enkhidu, post: 64556, member: 351"] I have to say, this thread is one of the better one's I've seen in the past few weeks, because it highlights what I've always seen as a weakness in the 3rd Ed idea of game balance throughout levels... In my experience, the amount of magic (whether via spells or items) in a campaign is inversely proportional to the amount of directional control a DM has in a campaign. P-kitty said it himself, that he was only getting a little worried about the purchasing of items after the travel options opened up for the party. To me, that means that he, as a DM, has been quite comfy with the magic level in the campaign up til now (and, I must say, that's no mean feat in a 10+year campaign). It also means that the more magic the party gets its hands on, the less control over plot direction P-kitty will have (remember the Modron March, P-cat?) However, that's not necessarily a bad thing... From everything I've read in your story hour, Piratecat (and I've been a faithful reader since the beginning), you really enjoy when your players suprise you. Also, your group seems to be a mature group, and seem to have a firm grasp from a player's perspective on what will and will not be fun - I would expect them to try to get and keep an edge on the opposition, but I wouldn't expect them to purposely try to create game breaker combos. So, as far as that goes I wouldn't worry so much. One last thing... One of the absolute RatBastardish things a DM of mine once did was to have a long term behind the scenes enemy funnel the party magic items. We received them from conquered foes that seemed to weak to have such items, hoards of treasure, gifts from grateful nobility, and purchase. And many of them were set to either not work at all on their creator (the enemy behind the scenes), or be under their creator's control (same villian). In this way, he was able to make sure that many of the items we were able to get our hands on could be tested out in campaign, and could be easily eliminated with an encounter with the enemy (boy howdy did we hate that guy when we fought him the first time after getting all those items...). We quickly got rid of/destroyed all of the tainted items as soon as we got a chance. [/QUOTE]
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High level 3e magic item purchasing... when does enough become too much?
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