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General Tabletop Discussion
*TTRPGs General
How to enforce low magic item count
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<blockquote data-quote="Acmite" data-source="post: 357470" data-attributes="member: 183"><p>It's the issue with Oriental Adventures, I think.</p><p></p><p>I think this is the best way to accomplish what you're after, Infinite Monkey.</p><p></p><p>You have two basic options when you approach levelled items: 1. The PC is activating the inherent abilities of the item through continued contact and bonding (ie: XP expenditure)</p><p>2. The weapon is "living" and develops powers in response to the characters actions and desires. Example: If teh character has suffered greatly at teh hands of fire-creatures, teh weapon might manifest a Bane quality that targets those creatures, or if the character is defense oriented, teh weapon may develop the defending enhancement, etc.</p><p></p><p>There are different ways to "trigger" the effects once enough XP has been inputed. These are all noted in a sidebar and include such things as: requiring a specific bit of information or activation word, undergoing a ritual of some sort, killing particular creature, etc.</p><p></p><p>One of my characters just recently recovered his dead father's sword and is slowly trying to figure out how it flamed for his father, but not for him. I think it adds a lot of roleplaying to a simple item, and it helps keep magic special and unique.</p></blockquote><p></p>
[QUOTE="Acmite, post: 357470, member: 183"] It's the issue with Oriental Adventures, I think. I think this is the best way to accomplish what you're after, Infinite Monkey. You have two basic options when you approach levelled items: 1. The PC is activating the inherent abilities of the item through continued contact and bonding (ie: XP expenditure) 2. The weapon is "living" and develops powers in response to the characters actions and desires. Example: If teh character has suffered greatly at teh hands of fire-creatures, teh weapon might manifest a Bane quality that targets those creatures, or if the character is defense oriented, teh weapon may develop the defending enhancement, etc. There are different ways to "trigger" the effects once enough XP has been inputed. These are all noted in a sidebar and include such things as: requiring a specific bit of information or activation word, undergoing a ritual of some sort, killing particular creature, etc. One of my characters just recently recovered his dead father's sword and is slowly trying to figure out how it flamed for his father, but not for him. I think it adds a lot of roleplaying to a simple item, and it helps keep magic special and unique. [/QUOTE]
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How to enforce low magic item count
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