I am the opposite of Monte Haul - give me your advice inside please!


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1. The nasty dragon has a big treasure hoard. No one ever complains about dragons having lots of treasure.

2. The evil 7th level NPC party have lots of magic items. The PCs are hired to defend the village from them, Magnificent Seven style, and must pull out all the stops (or at least buff) to defeat the superior foe.
 

2. The evil 7th level NPC party have lots of magic items. The PCs are hired to defend the village from them, Magnificent Seven style, and must pull out all the stops (or at least buff) to defeat the superior foe.

Yeah evil NPC parties (or generally other adventurers competing with your guys) are a great source of gear and also often make for great battles (since NPCs usually can do more than your average monster).
 

Your PCs have gotten so good that each has one item become a Legacy Item. Have each player choose a signature item (sword, shield, wand) and then you level the item up. Distinctive PCs who earned their magic rather than stumbling upon it or looting it.

It works marvelously in game.
 

Legacy weapons are indeed fun. Especially if you ditch all the annoying penalties!

Btw, one of the things I've taken to doing with magical locations is giving bonus feats because there are so many cool feats out there and so few slots. It's especially interesting to use some of the more flavourful but less powerful ones. One PC got Spirit Sense, another got an aberrant dragonmark, and someone else developed a true dragonmark. Magical locations usually have a built-in expiry date so if you don't tell the players what the duration is, you can just make the benefits disappear whenever you want. (Or conversely stick around for longer - I've yet to take away a benefit.)
-blarg
 

Legacy weapons are also so easy to implement. Just up the enhancement bonus every 5 levels. Can also be done with quite a few items (though some scale per tier, that is every 10 levels).
 

hi rat :)

have a trapdoor in the ceiling above them open, dumping a fortune in coins on their heads, crushing and killing them. :cool:

messy
 

Well I'm a tight fisted GM. Am running a 3.5 campaign in which the 14th level PCs mostly have +1 weapons, couple of +2 weapons and 1 really nice Black Dragon Slaying Long spear. They made the spear themselves. It cost nearly all of the gold reserves of 2 of the PCs and they already had most of the needed material items. Some of them have some nice armour (made from same Black Dragon) but half of them have really low AC, 18-21 range. And as for fancy-shmancy stuff: huh, please.

That's my credentials as a tight fisted GM. Just so as you know where I'm coming from.

Thing is, too many powerful items (like a lot of spells) make the PCS crazy-super-hero-powerful. And it sounds like you don't want that. So don't go there.

Yes, a low supply of magic items means certain critters become really difficult and tough for the group to take on head to head. Well, that's good. It might make them stop and think and use tactics or (god forbid) non-violent solutions. A couple of good items in the group is fine (use any one of the many excellent suggestions above as to how to deliver them to the PCs) and are all that much cooler for being rare.

If you run lots of published adventures then this can become a problem, as you'll need to do more work to make them playable for your PCs. But if you don't mind that or already run more of your own homebrew then this isn't a worry.

So, what I'm suggesting is: don't change. You're doing fine.
 

Also there are profits that do not affect game balance at all. The deed to a castle might be an amazing reward, but it will not give your players any benefit in-combat.

Ofc you can always go with what I plan for my next campaign. There is no standardized way to make magic items; there are many different ways to do so and all require rare ingredients you cannot simply buy. Separating gold from magic items completely allows you to actually have gargantuan dragon hordes where a dragon can actually sleep in a bed of gold without completely overpowering your player's gear.

It's Hell on the exchange rate, though.
 

Supply of magic items and their effect on PC power is a completely different creature in 4E tbh. A couple of items in AV are scary for sure, but it is a lot harder to get an OP character just because of cool magic items (the only thing from official books I was forced to houserule out till now was the double weapons, and I'm sure they will eventually errata at least the sword).

I suggest you make sure the players don't fall behind the -1/+1 from what is expected at least on weapons.
 

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