Magic Item Wishlist: Yea or Nay?

That's my feeling, too. It should be possible for a PC to get their hands on any reasonable item, but they have to make it happen; I as, the DM won't just drop the item that they want into the next treasure hoarde. Hit the books, consult sages, then go on an adventure to get your magical goodies.

One of the things that puzzles me about these statements, in terms of getting reasonable items, is that older adventurers are packed full with magic items. Often, especially with rings, those items are certainly not level appropriate. It almost seems like some are saying that if the player wants that sword X they that is already part of the packaging, they'll go out of their way to switch it to something not desired by the player. "oh, he wants a +2 two handed sword does he? Even though this prewritten adventure has one here I'm changing that to a +1 great trident. Screw him! He wants that sword he'll hunt it down to Odin's halls!"

In terms of the game as written, how far is it stretching it, in any edition, to make these item swaps? What if the power level of the item players find in the random loot is higher. Has the GM shown that random loot is superior or does lack of even acknoledging the wish list existance prevent them from even knowing it?

The wish list sever several types of wish fufillment ranging from mechanical bonuses to themes in my opinion.
 

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That's my feeling, too. It should be possible for a PC to get their hands on any reasonable item, but they have to make it happen; I as, the DM won't just drop the item that they want into the next treasure hoarde. Hit the books, consult sages, then go on an adventure to get your magical goodies.

Explain to me how this is different than a wish list? Your players want something, you give it to them (through the story). I still don't get the distinction. And, it is the players' game too, right? Why not incorporate elements into the game they want?
 

Explain to me how this is different than a wish list? Your players want something, you give it to them (through the story). I still don't get the distinction. And, it is the players' game too, right? Why not incorporate elements into the game they want?

A passage from the 1E DMG sums up my feelings on this difference quite well.


"As with most things in life,the striving after is usually better than the getting.To maintain interest and excitement,there should always be some new goal, some meaningful purpose. It must also be kept in mind that what is unearned is usually unappreciated.What is gotten cheaply is often held in contempt."

1E DMG page 93
 

I have tried many ways to try and solicit ideas/wishlists from my players to help me stock my adventures. Bottom line is that it takes too damn long to go thru book after book to look for magic items that the player may or may not want. I've got enough to do as a DM, so I took a completely different approach to magic item distribution with my current campaign. The in-game concept is that the magic that empowers a magic item is not infused into the item itself, but into a gem, which is attached to the item. The gem can be removed and placed upon a different item, at which point the magic can be repurposed. For example, the gem from a 3rd level magic sword can be removed (rendering the sword non-magical) and placed on a rod to create a 3rd level magic rod. When the change is made, the properties of the item can be changed to that of any magic item of that same level. Once the magic is set, it is permanent until the gem is removed and repurposed again. Metagame concept: The players will find items of X level and can basically "create" the items their characters really want. Sure it takes a little of the thrill of finding cool magic items, but the amount of work that saves me and the fact that the players end up with items they really want makes it a fair trade off to me. So far, it has worked really well in my campaign.
 

That didn't answer the question at all. People said if their players asked for something in game, and quested for it, they'd probably get it if they succeeded on the quest. How is that not a wish list?
 

That didn't answer the question at all. People said if their players asked for something in game, and quested for it, they'd probably get it if they succeeded on the quest. How is that not a wish list?


the object that the questing character wants is obtained at the end of a quest. The item does not suddenly "drop" from the carcass of a slain bear simply because it is desired.

Quests are adventures, nasty uncomfortable things that make you late for supper. They require effort, some distress, and usually a bit of luck to achieve success. A wishlist is wanting, completing a quest is proof that the one doing the wishing is perhaps worthy of the reward.
 

For the GMs who make the characters quest for the items, what edition or game system are you playing?

From the gut, I'm guessing an older edition.

Not because that's an old school method but because in 3e/4e level advancement is fairly rapid and each quest, unless it's just a side quest or something, could lead to level advancement in and of itself. By the time you ran a whole party through the gathering process they'd all be in the teens in terms of level.
 

For the GMs who make the characters quest for the items, what edition or game system are you playing?

From the gut, I'm guessing an older edition.

Not because that's an old school method but because in 3e/4e level advancement is fairly rapid and each quest, unless it's just a side quest or something, could lead to level advancement in and of itself. By the time you ran a whole party through the gathering process they'd all be in the teens in terms of level.

And?

If an item is worthy enough to quest after then certainly it will be worth the wait. A desire no stronger than the gaining of a few levels is hardly worth rewarding and an item that loses it's appeal after such a quest is hardly worth being called a magical item. ;)
 

I've used the eish list idea since around 85. Just becasue it is on the wish list does not mean the PCs will get it though.
 

For the GMs who make the characters quest for the items, what edition or game system are you playing?

From the gut, I'm guessing an older edition.

Not because that's an old school method but because in 3e/4e level advancement is fairly rapid and each quest, unless it's just a side quest or something, could lead to level advancement in and of itself. By the time you ran a whole party through the gathering process they'd all be in the teens in terms of level.

Speaking for myself, 4e.

I have yet to have the pcs go questing for a specific item, but if they started a quest for (for example) a terror maul at 8th level and they found it at 10th level, it would prolly be appropriate for 10th level pcs (assuming a level-appropriate quest). IMHO this is one of the beauties of the 4e magic item system: easy level adjustment.
 

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