Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
"I don't like my Christmas present" -- do you enjoy getting treasure?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zelda Themelin" data-source="post: 5830194" data-attributes="member: 167"><p>Hey remember if you play D&D 3.x with normal rules people need healing items, magical armor, weapons and stat bounus items, or system doesn't work when you go up levels and monster resistances etc. expect players can pass them. Like I said don't call all items that give bonuses magic. Call them steel weapons or steel weapons with starsilver or something like that. Replace lame +1 +2 items for something like that.</p><p></p><p>Honestly if you play modules like I do/run getting those items from enemies who carry them gets old (yeh you get again 1 moderate cure potion, masterwork crossbow, 20 ammos, +1 leather armor, wait this guy has studded one, yay, +1 short sword, lucky you it's kukri this time around): I am running Council of Thieves just finished fifth one and this is usual way to get treasure, then you might find stack of loot with some low charges of restoration wand/moderate healing wand which you apperently will use up when you face the vampires, well not enough charges, buy some extra healing.</p><p></p><p>The artifact gotten at that level was good though, players really got attached to it, and my sister spilled some real life tears when party decided to destroy it.</p><p></p><p>I was playing through another module series, with similar npc enemy loot tables. At least they had rubys too. But when I had to arrange stock sale of 42 +1 short swords/daggers I feel merchant not hero. Good thing that group had heroes that liked being merchants too.</p><p></p><p>Point is it's not very magical. 4th edition changed most of relevant bonuses to inherent abilities or something. Not expert, don't play that edition, but it was kinda good idea. I liked one presented at book of nine swords better though. However actual magical items based on my reading are even more lamer than 3rd edition version. Magic is not about micro bonuses. </p><p></p><p>I kinda miss certain unpredictablity charm of earlier editions, but they had too much other warts that I don't go back dm:ing them. I steal items out of them, though much more interesting, and if player wants that legendary weapon it's obviously possessed by somebody or lying in the collections of bad guys right next to shrunken heads of failed heroes of old. </p><p></p><p>"Gifts" are fine sometimes, but make that interesting too. Intelligent objects are good for this, as are people wanting your "lucky treasure":</p><p></p><p>Rest of time, make things people really want quests. Magical shops need creepy materials and adventures to get them if they want them. You can give them discount from listed prices as much as you think is fair. And naturally people possessing that really good stuff probably want more for it than the listed price. </p><p></p><p>If you make them interesting to either get/possess players feel more about them. But don't make them constantly fight for possession, "gifts" have prices that are eventually complited, or it is very unfun and people start to throw things away because they obviously don't want the trouble or sell them for money or something you don't want.</p><p></p><p>Know people you play with, different people do these thing differently.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5830194, member: 167"] Hey remember if you play D&D 3.x with normal rules people need healing items, magical armor, weapons and stat bounus items, or system doesn't work when you go up levels and monster resistances etc. expect players can pass them. Like I said don't call all items that give bonuses magic. Call them steel weapons or steel weapons with starsilver or something like that. Replace lame +1 +2 items for something like that. Honestly if you play modules like I do/run getting those items from enemies who carry them gets old (yeh you get again 1 moderate cure potion, masterwork crossbow, 20 ammos, +1 leather armor, wait this guy has studded one, yay, +1 short sword, lucky you it's kukri this time around): I am running Council of Thieves just finished fifth one and this is usual way to get treasure, then you might find stack of loot with some low charges of restoration wand/moderate healing wand which you apperently will use up when you face the vampires, well not enough charges, buy some extra healing. The artifact gotten at that level was good though, players really got attached to it, and my sister spilled some real life tears when party decided to destroy it. I was playing through another module series, with similar npc enemy loot tables. At least they had rubys too. But when I had to arrange stock sale of 42 +1 short swords/daggers I feel merchant not hero. Good thing that group had heroes that liked being merchants too. Point is it's not very magical. 4th edition changed most of relevant bonuses to inherent abilities or something. Not expert, don't play that edition, but it was kinda good idea. I liked one presented at book of nine swords better though. However actual magical items based on my reading are even more lamer than 3rd edition version. Magic is not about micro bonuses. I kinda miss certain unpredictablity charm of earlier editions, but they had too much other warts that I don't go back dm:ing them. I steal items out of them, though much more interesting, and if player wants that legendary weapon it's obviously possessed by somebody or lying in the collections of bad guys right next to shrunken heads of failed heroes of old. "Gifts" are fine sometimes, but make that interesting too. Intelligent objects are good for this, as are people wanting your "lucky treasure": Rest of time, make things people really want quests. Magical shops need creepy materials and adventures to get them if they want them. You can give them discount from listed prices as much as you think is fair. And naturally people possessing that really good stuff probably want more for it than the listed price. If you make them interesting to either get/possess players feel more about them. But don't make them constantly fight for possession, "gifts" have prices that are eventually complited, or it is very unfun and people start to throw things away because they obviously don't want the trouble or sell them for money or something you don't want. Know people you play with, different people do these thing differently. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"I don't like my Christmas present" -- do you enjoy getting treasure?
Top