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I want more Magic Items in my games...
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<blockquote data-quote="kbrakke" data-source="post: 7005127" data-attributes="member: 6781797"><p>No problem doing this at all, I have basically done a similar thing to this. In my Eberron campaign we have gotten to about 2 years and 4 months. They have gone from level 6 to level 27 and have great deals of magic items. As a DM you just have to consider these magic items when designing encounters. With lots of magic items you should consider all monsters more fragile than they are as many of them rely on weapon immunity or resistance to get their high defensive CR. </p><p></p><p>My only words of caution are don't give out many AC boosting items or resistance/immunity items. My general philosophy is that the game has never been made less fun by the players doing damage. However if only some of the players have defenses outside the norm, it can be harder to fairly challenge them. Additionally if they go too far above the default highest AC (21) then the monster manual monsters cease to be threatening (Without using what I think are excessive numbers. I'm sure 30 Erinyes could threaten them, but I don't want to run that battle). So keep defensive boosts to a minimum but feel free to dish out fun items as you see fit. Also ignore the encounter building guidelines and just see what you can do. Magic items will allow characters to kill things above their suggested rating, if the players are even marginally interested in optimizing they will be able to do some silly things. So just see what works.</p><p></p><p>And naturally if you want to start at 1, but end at high levels in a shorter time fame just use milestones for levels or give very large quest rewards. My personal feeling is that this desire would work best with a game focused around the players as heroes, large set piece battles, and little to no random encounters or unexpected explorations, but I am not you or your group. I'll bet someone has made this style work with a low-plot hexploration game and would be able to better speak to it.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 7005127, member: 6781797"] No problem doing this at all, I have basically done a similar thing to this. In my Eberron campaign we have gotten to about 2 years and 4 months. They have gone from level 6 to level 27 and have great deals of magic items. As a DM you just have to consider these magic items when designing encounters. With lots of magic items you should consider all monsters more fragile than they are as many of them rely on weapon immunity or resistance to get their high defensive CR. My only words of caution are don't give out many AC boosting items or resistance/immunity items. My general philosophy is that the game has never been made less fun by the players doing damage. However if only some of the players have defenses outside the norm, it can be harder to fairly challenge them. Additionally if they go too far above the default highest AC (21) then the monster manual monsters cease to be threatening (Without using what I think are excessive numbers. I'm sure 30 Erinyes could threaten them, but I don't want to run that battle). So keep defensive boosts to a minimum but feel free to dish out fun items as you see fit. Also ignore the encounter building guidelines and just see what you can do. Magic items will allow characters to kill things above their suggested rating, if the players are even marginally interested in optimizing they will be able to do some silly things. So just see what works. And naturally if you want to start at 1, but end at high levels in a shorter time fame just use milestones for levels or give very large quest rewards. My personal feeling is that this desire would work best with a game focused around the players as heroes, large set piece battles, and little to no random encounters or unexpected explorations, but I am not you or your group. I'll bet someone has made this style work with a low-plot hexploration game and would be able to better speak to it. [/QUOTE]
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