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<blockquote data-quote="The Amazing Dingo" data-source="post: 1781592" data-attributes="member: 23353"><p>One way to curb the need for magical items on every NPC you have to generate is to (and I don't know how impossible this might be in your campaign world) have the PCs fight more exotic and magical creatures. Notice how a balor really doesn't need any magical items. Why not? All of the magical items are built right into his body and abilities...hence, nothing for the PCs to loot and no further problem with needing to do up all of those magic items.</p><p></p><p>....of course, trying to stat out a balor to make him a little unique or special comes into play, but I think that time is much better spent to make a truly interesting and unique villian.</p><p></p><p>But of course, not every enemy is a magical creature and perhaps your world is predominately human based. In that case, I offer two suggestions.</p><p></p><p>First, and this might be the harder of the two since the campaign seems fairly well established, cut back on the magical items. Sure! As mentioned, you can change the stats on creatures, why not cut the wealth of each player in half? This makes those magic items they do find all the more special and it would involve a lot less need on your part to constantly create them.</p><p></p><p>The second suggest I would offer is to make it so that they are put into a position to kill less humans. At higher levels, to keep campaigns interesting, they usually shift more into politics. Sure, the mayor might be evil or <em>Dominated</em> by some evil creature, but just going out there and killing him or trying to cure him could have some very long and very lasting effects...gotta do it some other way then hacking through his 5 bodyguards (and getting their treasure). Of course this might very well be in play in your game and adventurers always need something to kill sooner or later, but I thought it was worth mentioning.</p><p></p><p>As for selling the magical items, don't make it an adventure unless it is something special. If they run off to Sigil to sell it, then I would definately RP their first few trips in some detail (and make sure they run into some trouble elsewhere...WizarDru's Story Hour does a nice job of this). Otherwise, don't make it a hassle to sell. Give the PCs the 50% of the items' value and be on with it...it is a waste of both your time and their time. You can just say "after some travelling and some haggling you manage to walk away with X gold." It makes it easier on everyone.</p><p></p><p>Good Luck!</p></blockquote><p></p>
[QUOTE="The Amazing Dingo, post: 1781592, member: 23353"] One way to curb the need for magical items on every NPC you have to generate is to (and I don't know how impossible this might be in your campaign world) have the PCs fight more exotic and magical creatures. Notice how a balor really doesn't need any magical items. Why not? All of the magical items are built right into his body and abilities...hence, nothing for the PCs to loot and no further problem with needing to do up all of those magic items. ....of course, trying to stat out a balor to make him a little unique or special comes into play, but I think that time is much better spent to make a truly interesting and unique villian. But of course, not every enemy is a magical creature and perhaps your world is predominately human based. In that case, I offer two suggestions. First, and this might be the harder of the two since the campaign seems fairly well established, cut back on the magical items. Sure! As mentioned, you can change the stats on creatures, why not cut the wealth of each player in half? This makes those magic items they do find all the more special and it would involve a lot less need on your part to constantly create them. The second suggest I would offer is to make it so that they are put into a position to kill less humans. At higher levels, to keep campaigns interesting, they usually shift more into politics. Sure, the mayor might be evil or [I]Dominated[/I] by some evil creature, but just going out there and killing him or trying to cure him could have some very long and very lasting effects...gotta do it some other way then hacking through his 5 bodyguards (and getting their treasure). Of course this might very well be in play in your game and adventurers always need something to kill sooner or later, but I thought it was worth mentioning. As for selling the magical items, don't make it an adventure unless it is something special. If they run off to Sigil to sell it, then I would definately RP their first few trips in some detail (and make sure they run into some trouble elsewhere...WizarDru's Story Hour does a nice job of this). Otherwise, don't make it a hassle to sell. Give the PCs the 50% of the items' value and be on with it...it is a waste of both your time and their time. You can just say "after some travelling and some haggling you manage to walk away with X gold." It makes it easier on everyone. Good Luck! [/QUOTE]
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