magic item levels


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I keep shops well behind player level for 2 good reasons
1) The gold bit. Generally the party doesnt have gold enough to buy beyond there levels (if you follow the gold outlay from the DM's, which I do)
2) It generally takes away from the thrill of the find. There is nothing better than that drop which is just a sensational upgrade : it leaves a good taste in your mouth. The more you let players "easily aquire" exactly what they need, the more you take away from that good feeling.

Shops and gold in my group are used primarily to allow players to "Fill the Gap" in terms of loot (for instance. Had a lvl 5 warrior who hadnt got an amulet drop yet. He bought a +1 amulet for cheap : Filled the gap!)

THIS.

I thought it was understood that the Treasure system was designed so that
a) players can acquire items they want and need
b) players are excited by finding loot
c) players are encouraged to keep the loot they find unless they REALLY, REALLY want that item...
 

Alternately, liberal use of the Item Levels as Treasure mechanics can take the place of shops and have much more style.

In my game I've formalized the Item Levels as Treasure into "IXP". One IXP = one gold worth of 'accumulated cool factor' which an existing item has accumulated. So if an item needs 10,000gp to enchant from its current status to the new, desired status, but it has 8,000IXP, the cost to enchant is just 2000gp. Once you have enough IXP to advance it without needing gold, I generally allow the item to "become" better without needing Enchant Item to do it - the item grows with the PC. IXP come out of treasure parcels just like everything else, but this way you don't have to do it all at once; you can toss some IXP at an item just 'cause it's been adding to the coolness of the character or the game.
 

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