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<blockquote data-quote="Radiating Gnome" data-source="post: 5207726" data-attributes="member: 150"><p>Our group is starting a new experiment to make this less of an issue: inherent bonuses. </p><p></p><p>Our party just hit 6th level, and we've wiped out all of the party's magic items to give us a sort of reboot. Everyone gets inherent bonuses as described in DMG2. Then everyone can pick a single item of their level to replace the missing items. </p><p></p><p>For loot, I'm going to be picking things, but there will be fewer of them (as described in the DMG2 section on inherent bonuses) and they're going to be mostly items that are not the big three (weapon/implement, armor, neck) that are covered by the inherent bonuses. </p><p></p><p>We are also slowing down our rate of advancement from gaining a level every two sessions to gaining every three -- so they're only going to be finding 1-2 magic items per session now. </p><p></p><p>At the same time, this game is set in Eberron, so there needs to be a strong sense of magic in the world, so I'm going to be replacing "art objects" with a variety of mundane magical items -- spoons of stirring, everful coffee mill, maybe a diary with a low-grade arcane lock on it, that sort of thing. </p><p></p><p>We'll see how it goes . . . .</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5207726, member: 150"] Our group is starting a new experiment to make this less of an issue: inherent bonuses. Our party just hit 6th level, and we've wiped out all of the party's magic items to give us a sort of reboot. Everyone gets inherent bonuses as described in DMG2. Then everyone can pick a single item of their level to replace the missing items. For loot, I'm going to be picking things, but there will be fewer of them (as described in the DMG2 section on inherent bonuses) and they're going to be mostly items that are not the big three (weapon/implement, armor, neck) that are covered by the inherent bonuses. We are also slowing down our rate of advancement from gaining a level every two sessions to gaining every three -- so they're only going to be finding 1-2 magic items per session now. At the same time, this game is set in Eberron, so there needs to be a strong sense of magic in the world, so I'm going to be replacing "art objects" with a variety of mundane magical items -- spoons of stirring, everful coffee mill, maybe a diary with a low-grade arcane lock on it, that sort of thing. We'll see how it goes . . . . -rg [/QUOTE]
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