Infinite Monkey@Work
First Post
My players are 5th level at the moment. As such, they are starting to reach the sort of levels where magic item s are common on enemies. In my world, magic items apart from potions and the like are rare and tend to grow with the character. E.g. The undead hating priest is gowing to find out that hiw warhammer+1 is actually an ancient weapon named mercy, which always does subdual damage. Once he defeats his arch nemesis vampire, the warhammer will gain the disruption power and so on.
As such, I don't want the bad guys to end up giving the players and endless supply of generic +1 weapons or whatever, becuase I don't want there to be any 'generic' weapons. I can partially deal with this by giving powerful badguys weapons that the players will refuse to use (evil powers and so on), but I don't want to do this all the time.
So how can I balance my campaign so that I can challange the PCs without handing out endless generic items (not just weapons and armour). For example, how much of a penalty should I give to the CR of a NPC for taking away its assumed level of magic items? i.e. a 5th level fighter with appropriate magic items is equivalent to an Xth level fighter with just potions and stuff.
As such, I don't want the bad guys to end up giving the players and endless supply of generic +1 weapons or whatever, becuase I don't want there to be any 'generic' weapons. I can partially deal with this by giving powerful badguys weapons that the players will refuse to use (evil powers and so on), but I don't want to do this all the time.
So how can I balance my campaign so that I can challange the PCs without handing out endless generic items (not just weapons and armour). For example, how much of a penalty should I give to the CR of a NPC for taking away its assumed level of magic items? i.e. a 5th level fighter with appropriate magic items is equivalent to an Xth level fighter with just potions and stuff.