Storm Raven
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Quasqueton said:I've played the various incarnations of (A)D&D for over 20 years. I have a large collection of the old/classic modules. The amount of magic items in the various modules are staggering. In all editions of (A)D&D, magic has never been wonderous and rare -- by the books. Some DMs (myself included) restricted and crossed out many magic items from the core material so that magic became wonderous and rare. But by the core "setting", they were pretty damn common.
Yep. As an example, I'm going through an older 1e adventure published in Dragon. The opposition presented in the module consists of:
A bonesnapper.
An ogre.
A huge trapdoor spider.
10 first level fighters.
3 first level clerics.
8 hobgoblins.
A phase spider.
15 giant ants.
Two giant spiders.
A 5th level cleric.
For defeating all of these creatures (spread throughout the dungeon), the party can obtain (just in magic items):
A ring of etherealness.
A helm of comprehending languages and reading magic.
A rope of climbing.
A +3 dwarven thrower hammer.
3 doses of oil of transparency.
A chime of opening.
3 +1 arrows.
A +1 morningstar.
A belt of phasing (allows the wearer to phase in an out like a phase spider).
8 +2 throwing daggers.
A jug that can produce three potions of healing, two potions of poison, and one potion of invulnerability per day.
An amulet of protection +1.
A ring of regeneration.
A wand of darkness.
That's a lot of magic, for relatively not much opposition. All in an adventure aimed at a party of PCs of levels 1-4.
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