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How Many Magic Items Are You Planning On Handing Out?
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<blockquote data-quote="Ilbranteloth" data-source="post: 6352103" data-attributes="member: 6778044"><p>42.</p><p></p><p>Actually, the characters are up to 2nd or 3rd level now, and have almost none. However, we're just starting an official 'campaign' using these characters and they'll all have some reasonably powerful magical items fairly early. </p><p></p><p>It's a Forgotten Realms campaign, and mine have always been fairly magic heavy. But these items play to the characters and/or the story. In addition, they can't use all of their powers at this time, and in one case can't use it at all (it's a Moonblade and they are still unable to handle it without taking damage). </p><p></p><p>I tend to have histories for a lot of items, magical or otherwise, but then there are quite a few 'standard' magic items too. I also plan on using the hp/vitality system that is rumored to be in the DMG and my encounters tend to be tough and often the best course of action is to retreat if not just run away.</p><p></p><p>None of the characters (there are three players at this point) have any use of magic, although one will soon be multiclassing into a druid. This is because of her love of animals and desire to have a companion. Now that she knows about the shapechanging ability she's even more excited.</p><p></p><p>On the other hand, I tend to stretch out level advancement, particularly as they get past 5th level. I don't rely on specific rules, but they often need to do a lot of research and training. For example, the one character knows she needs to perform a ritual to bond with the Moonblade, but needs to find out what that ritual is. But she's already used the Moonblade in combat, 'accidentally' dropping it and deceiving their opponent to try to pick it up. </p><p></p><p>Oh, did I mention that the players are 8, 11, and 12? My past campaigns were adults, many of them long time players, but these three are coming up with many story ideas that are as inventive and interesting as any of my past players.</p><p></p><p>Randy</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6352103, member: 6778044"] 42. Actually, the characters are up to 2nd or 3rd level now, and have almost none. However, we're just starting an official 'campaign' using these characters and they'll all have some reasonably powerful magical items fairly early. It's a Forgotten Realms campaign, and mine have always been fairly magic heavy. But these items play to the characters and/or the story. In addition, they can't use all of their powers at this time, and in one case can't use it at all (it's a Moonblade and they are still unable to handle it without taking damage). I tend to have histories for a lot of items, magical or otherwise, but then there are quite a few 'standard' magic items too. I also plan on using the hp/vitality system that is rumored to be in the DMG and my encounters tend to be tough and often the best course of action is to retreat if not just run away. None of the characters (there are three players at this point) have any use of magic, although one will soon be multiclassing into a druid. This is because of her love of animals and desire to have a companion. Now that she knows about the shapechanging ability she's even more excited. On the other hand, I tend to stretch out level advancement, particularly as they get past 5th level. I don't rely on specific rules, but they often need to do a lot of research and training. For example, the one character knows she needs to perform a ritual to bond with the Moonblade, but needs to find out what that ritual is. But she's already used the Moonblade in combat, 'accidentally' dropping it and deceiving their opponent to try to pick it up. Oh, did I mention that the players are 8, 11, and 12? My past campaigns were adults, many of them long time players, but these three are coming up with many story ideas that are as inventive and interesting as any of my past players. Randy [/QUOTE]
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