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How to use 3.5 DnD without the "Big Six"
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<blockquote data-quote="Woas" data-source="post: 3395901" data-attributes="member: 16317"><p>I don't have a problem with all of the "big six". I have several fixes that are simple and painless that work for me.</p><p></p><p>First of all, I tell the players before the game even starts "Hey guys, don't expect to just buy items from the back of the DMG the moment you have the book-listed item price. Prices change and not all of those items listed are readily available."</p><p>So in that case, knowing is half the battle as they say. The way I deal with the other half of the battle is making sure magic items that are available/gained in loot is crafted to fit the game. I personally hate the ability-score boosting magic items like its my job. What I hate about them is that they are "always on" and thus the end result feels like a player is spending gold to simply "legally" cheat on their character sheet. Spend X amount of gold to perminently pencil in a 24 Strength, 26 Dex, etc... </p><p>So what have I done instead in the case of ability-score items? Easy, I make them into use-per day items. It fixes everything (for my game at least). Now those <em>guantlets of ogre power</em> only work twice a day and become a resource for characters to actively think about. The character still gets the benifit of having a +X Strength (or whatever ability score) bonus when they need to (like when they are fighting that ancient red dragon) but the item is a resource the character/player needs to think about.</p><p></p><p>There are other things I do for rest of the Big Six items including make them use/day items. Amulets of magical armor, rings of protection and like items tend to recieve the same treatment as ability-score boosters. But not always. I've had some items require material components to be 'feed' to the item for them to work. Or have given items some sort of drawback/small negative effect that could add up and become significant the more times an items is used. </p><p>Baisically it boils down to for me is making magic items interactive with the characters so they consiously know they have them.</p></blockquote><p></p>
[QUOTE="Woas, post: 3395901, member: 16317"] I don't have a problem with all of the "big six". I have several fixes that are simple and painless that work for me. First of all, I tell the players before the game even starts "Hey guys, don't expect to just buy items from the back of the DMG the moment you have the book-listed item price. Prices change and not all of those items listed are readily available." So in that case, knowing is half the battle as they say. The way I deal with the other half of the battle is making sure magic items that are available/gained in loot is crafted to fit the game. I personally hate the ability-score boosting magic items like its my job. What I hate about them is that they are "always on" and thus the end result feels like a player is spending gold to simply "legally" cheat on their character sheet. Spend X amount of gold to perminently pencil in a 24 Strength, 26 Dex, etc... So what have I done instead in the case of ability-score items? Easy, I make them into use-per day items. It fixes everything (for my game at least). Now those [I]guantlets of ogre power[/I] only work twice a day and become a resource for characters to actively think about. The character still gets the benifit of having a +X Strength (or whatever ability score) bonus when they need to (like when they are fighting that ancient red dragon) but the item is a resource the character/player needs to think about. There are other things I do for rest of the Big Six items including make them use/day items. Amulets of magical armor, rings of protection and like items tend to recieve the same treatment as ability-score boosters. But not always. I've had some items require material components to be 'feed' to the item for them to work. Or have given items some sort of drawback/small negative effect that could add up and become significant the more times an items is used. Baisically it boils down to for me is making magic items interactive with the characters so they consiously know they have them. [/QUOTE]
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