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General Tabletop Discussion
*TTRPGs General
How to enforce low magic item count
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<blockquote data-quote="jollyninja" data-source="post: 356088" data-attributes="member: 3208"><p>i have some rules you might like. they make magical items a little less candy like. these rules apply to any items not created specificly for the character such as those found or taken from enemy corpses.</p><p></p><p>i make the wielder pay half the original xp cost to activate a magical item's powers though he need not meet any of the criteria to create the item in the first place. i work out a progression for higher powered items so that their powers can be unlocked slowly over time. i have given all magical items a verry basic level of sentience due to the fact that the creator put a small part of himself into the item. if the item's creator would not have created the item for the character, it may not work for him and if the item does not want to work, there are few means of forcing it (use magic device for example).</p><p></p><p>magic items require the xp as a fuel to continue their existence so some are purely mercenary by nature working for any that will pay the price while others (holy or the like) will only work fully or at all for certian people. most want their wielder to be strong as his achievements also gain his items noteriaty so most will not allow the wielder to go down levels or become to reliant on the item. some will not be picky though, draining levels to activate themselves and letting characters stunt themselves, growing more reliant on the item to keep up with their comrades.</p><p></p><p>i think you get the idea. it keeps the party from selling alot of the items they find because they are less useful to people and a price must be paid to use them. i usually compensate with more coinage for treasure.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 356088, member: 3208"] i have some rules you might like. they make magical items a little less candy like. these rules apply to any items not created specificly for the character such as those found or taken from enemy corpses. i make the wielder pay half the original xp cost to activate a magical item's powers though he need not meet any of the criteria to create the item in the first place. i work out a progression for higher powered items so that their powers can be unlocked slowly over time. i have given all magical items a verry basic level of sentience due to the fact that the creator put a small part of himself into the item. if the item's creator would not have created the item for the character, it may not work for him and if the item does not want to work, there are few means of forcing it (use magic device for example). magic items require the xp as a fuel to continue their existence so some are purely mercenary by nature working for any that will pay the price while others (holy or the like) will only work fully or at all for certian people. most want their wielder to be strong as his achievements also gain his items noteriaty so most will not allow the wielder to go down levels or become to reliant on the item. some will not be picky though, draining levels to activate themselves and letting characters stunt themselves, growing more reliant on the item to keep up with their comrades. i think you get the idea. it keeps the party from selling alot of the items they find because they are less useful to people and a price must be paid to use them. i usually compensate with more coinage for treasure. [/QUOTE]
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