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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Magic Item Rewards: How Do You Do It!?
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<blockquote data-quote="delericho" data-source="post: 6508301" data-attributes="member: 22424"><p>All of what follows is specific to 3e. And, unfortunately, it was something I only hit on with my last 3e campaign - I spent more than a decade being not-quite-happy with the way I was handling treasure, and found the fix just as I left the system behind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First thing: I use a house rule that 'found' gear is sold at 20% of the book value, not 50%. I then give out <em>considerably</em> more gear than would be indicated by the Wealth by Level table.</p><p></p><p>About a third of the treasure I give out is 'valuables' - mostly coin, but also artworks, gems, jewellery, etc etc. Oh, and any magic items the party <em>can't</em> use. That is, anything that has no direct impact on PC power falls into this category.</p><p></p><p>For the other two thirds I give out items, but skew these more towards the 'interesting' end of the spectrum. That is, magic weapons will invariably have some special property (<em>keen</em>, <em>vicious</em>, etc), as will armour, there are lots of wondrous items, and so on.</p><p></p><p>But what I specifically <em>don't</em> give the players is the very item they would have bought - they don't find <em>belts of giant's strength</em> or the <em>holy longsword +1, bane vs evil outsiders</em>, or similar items. I don't particularly have anything against the "Big Six" - they're just a bit boring.</p><p></p><p>(In particular with weapons the item will have one special property, and the value of that property will be within +/-1 of the item's 'real' plus. That's partly about balancing, partly about not overloading any single item with too much complexity, and partly just an easy and useful rule of thumb.)</p><p></p><p>This gives the players an interesting choice: they can sell the 'found' items and buy the optimised items for their class, or they can keep the 'found' items and thus have (nominally) more powerful treasure. Either way, it works out about the same.</p><p></p><p>I very rarely give out one-shot or charges items, except at fairly low level. When I do give such items out, it tends to be a scroll of some spell of considerably higher level than the party wizard can cast anyway - thus giving him that moment of 'cool' as he gets to cast a BIG spell at a key moment... once.</p><p></p><p>Oh, and as I alluded to before: I pretty much allow PCs to buy and sell items freely. The only real limit to that is that 20% resale price, which means they lose a lot (numerically speaking) by doing so.</p></blockquote><p></p>
[QUOTE="delericho, post: 6508301, member: 22424"] All of what follows is specific to 3e. And, unfortunately, it was something I only hit on with my last 3e campaign - I spent more than a decade being not-quite-happy with the way I was handling treasure, and found the fix just as I left the system behind. :) First thing: I use a house rule that 'found' gear is sold at 20% of the book value, not 50%. I then give out [i]considerably[/i] more gear than would be indicated by the Wealth by Level table. About a third of the treasure I give out is 'valuables' - mostly coin, but also artworks, gems, jewellery, etc etc. Oh, and any magic items the party [i]can't[/i] use. That is, anything that has no direct impact on PC power falls into this category. For the other two thirds I give out items, but skew these more towards the 'interesting' end of the spectrum. That is, magic weapons will invariably have some special property ([i]keen[/i], [i]vicious[/i], etc), as will armour, there are lots of wondrous items, and so on. But what I specifically [i]don't[/i] give the players is the very item they would have bought - they don't find [i]belts of giant's strength[/i] or the [i]holy longsword +1, bane vs evil outsiders[/i], or similar items. I don't particularly have anything against the "Big Six" - they're just a bit boring. (In particular with weapons the item will have one special property, and the value of that property will be within +/-1 of the item's 'real' plus. That's partly about balancing, partly about not overloading any single item with too much complexity, and partly just an easy and useful rule of thumb.) This gives the players an interesting choice: they can sell the 'found' items and buy the optimised items for their class, or they can keep the 'found' items and thus have (nominally) more powerful treasure. Either way, it works out about the same. I very rarely give out one-shot or charges items, except at fairly low level. When I do give such items out, it tends to be a scroll of some spell of considerably higher level than the party wizard can cast anyway - thus giving him that moment of 'cool' as he gets to cast a BIG spell at a key moment... once. Oh, and as I alluded to before: I pretty much allow PCs to buy and sell items freely. The only real limit to that is that 20% resale price, which means they lose a lot (numerically speaking) by doing so. [/QUOTE]
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