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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Galfridus" data-source="post: 68429" data-attributes="member: 119"><p><strong>Re: Re: Re: High level 3e magic item purchasing... when does enough become too much?</strong></p><p></p><p></p><p></p><p>I doubt you'll have much trouble in that area once you devote your (rat bastard) mind to it! <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=":)" /> I would assume that throwing around large sums of money in Sigil can produce many unwanted consequences...</p><p></p><p></p><p></p><p>I think you are right to worry here. It's clear that the DMG listing is far from perfect; add to that the ability to commission entirely new items and there is great potential for something to slip through the cracks. </p><p></p><p>I was lucky enough to spend many years GMing superhero games using the Hero System, where players have (potentially) unlimited flexibility in purchasing powers and combinations of powers when they create their characters. It's a great system, but it requires a lot of GM oversight; the same kind of oversight you need when looking at magic items. </p><p></p><p>Personally, I would be frank with the players and simply say that you may not be able to properly assess the balance of some items until you've seen them in play. If something inappropriate slips through, make a correction when you find it and move on. There are plenty of in-game excuses you could use (Ethereal Filcher, items breaking or wearing out, sabotaged items, etc.), or you could just do a "retcon".</p><p></p><p>I allow players to freely construct items, and relatively free reign in purchasing items. There are not "magic shops", but it's a relatively simple matter to find and commission a spellcaster to create an item, or to find people who happen to have items for sale. I haven't had any problems yet, although the system does create more of a Diablo-esque atmosphere than I might like. Still, that seems to be what they intended for 3E.</p></blockquote><p></p>
[QUOTE="Galfridus, post: 68429, member: 119"] [b]Re: Re: Re: High level 3e magic item purchasing... when does enough become too much?[/b] I doubt you'll have much trouble in that area once you devote your (rat bastard) mind to it! :) I would assume that throwing around large sums of money in Sigil can produce many unwanted consequences... I think you are right to worry here. It's clear that the DMG listing is far from perfect; add to that the ability to commission entirely new items and there is great potential for something to slip through the cracks. I was lucky enough to spend many years GMing superhero games using the Hero System, where players have (potentially) unlimited flexibility in purchasing powers and combinations of powers when they create their characters. It's a great system, but it requires a lot of GM oversight; the same kind of oversight you need when looking at magic items. Personally, I would be frank with the players and simply say that you may not be able to properly assess the balance of some items until you've seen them in play. If something inappropriate slips through, make a correction when you find it and move on. There are plenty of in-game excuses you could use (Ethereal Filcher, items breaking or wearing out, sabotaged items, etc.), or you could just do a "retcon". I allow players to freely construct items, and relatively free reign in purchasing items. There are not "magic shops", but it's a relatively simple matter to find and commission a spellcaster to create an item, or to find people who happen to have items for sale. I haven't had any problems yet, although the system does create more of a Diablo-esque atmosphere than I might like. Still, that seems to be what they intended for 3E. [/QUOTE]
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