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I'm an incompetent normal-magic DM--how do I fix it?
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<blockquote data-quote="Perun" data-source="post: 2951210" data-attributes="member: 6037"><p>I'm a fan of moderate magic, but I've been dissatisfied with 3(.5)e approach to magic items. In our last campaign (reaching levels 13-14, then going on hiatus) we had a LOT of magic items. The vast majority created by the party. Wizards are extremely willing to burn gold and XP because it will give them more power. A <em>headband of intellect +6</em> has a market price of 36,000 gp, but only 18,000 when you creati it yourself, and the 1,440 XP is two encounter's worth of creatures (who will be much easier to deal with with that additional +3 spell DC and bonus spells, courtesy of <em>headband</em>). And saves are going through the roof (everyone and their mother wear the best <em>claok of resistance</em> they can afford)...</p><p></p><p>It has reached the point where the vast majority of items we found on adventure woudl just be sold for hard cash. We'd keep healing and protective magic and maybe something else, but usually it's just sending the character with most ranks in Diplomacy to the merchant.</p><p></p><p>So, if I ever decide to run another campaign, I'm seriously thinking on severely limiting the creation of magic items. I realise such a game might not be for everyone, but I'd like to try it (I'v eseen the high magic item end of the spectrum, now I'd like to see its opposite).</p><p></p><p>Regards.</p></blockquote><p></p>
[QUOTE="Perun, post: 2951210, member: 6037"] I'm a fan of moderate magic, but I've been dissatisfied with 3(.5)e approach to magic items. In our last campaign (reaching levels 13-14, then going on hiatus) we had a LOT of magic items. The vast majority created by the party. Wizards are extremely willing to burn gold and XP because it will give them more power. A [i]headband of intellect +6[/i] has a market price of 36,000 gp, but only 18,000 when you creati it yourself, and the 1,440 XP is two encounter's worth of creatures (who will be much easier to deal with with that additional +3 spell DC and bonus spells, courtesy of [i]headband[/i]). And saves are going through the roof (everyone and their mother wear the best [i]claok of resistance[/i] they can afford)... It has reached the point where the vast majority of items we found on adventure woudl just be sold for hard cash. We'd keep healing and protective magic and maybe something else, but usually it's just sending the character with most ranks in Diplomacy to the merchant. So, if I ever decide to run another campaign, I'm seriously thinking on severely limiting the creation of magic items. I realise such a game might not be for everyone, but I'd like to try it (I'v eseen the high magic item end of the spectrum, now I'd like to see its opposite). Regards. [/QUOTE]
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I'm an incompetent normal-magic DM--how do I fix it?
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