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Magic Items And Campaign Balance?
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<blockquote data-quote="Macbrea" data-source="post: 265337" data-attributes="member: 1517"><p>Since, 3e started we have played a few different campaigns. Our firsts campaign was set in a little shire that didn't have easy access to a market. During that game the characters recieved so many magic items they started throwing them in an armory. When your 10th level and the average NPC carries at least a +1 weapon they start to add up. My players noted that they could outfit their entire castle with magic weapons and armors.</p><p></p><p>The second campaign, we played in was a planescape game. After 6 levels my character had a +1 dagger and mithril chainshirt. Creatures we ran into, I just couldn't hurt. We also made the error of not taking very many spell casters with us. Things just were almost impossible to kill. We choose not to fight alot of things and run. </p><p></p><p>The Third campaign, we played has us with about the game book levels of wealth and magic items. We have to ability to sell aquired items in the large city that we are in and buy new items. Those items may take a month or two to have shipped to us but we can buy just about anything we can afford. This has resulted in a pretty balanced party with stuff they want to have. The game seems to be going quite well at this point. And creatures around our ECL are not impossible to deal with. </p><p></p><p>On a whole, I think the game assumes you will have at least what the NPC characters listed in the DMG has for magic items. This is amongst the minimums they expect to work. Running a none magic item world will result in some creature being much more powerful then they are suppose to be.</p></blockquote><p></p>
[QUOTE="Macbrea, post: 265337, member: 1517"] Since, 3e started we have played a few different campaigns. Our firsts campaign was set in a little shire that didn't have easy access to a market. During that game the characters recieved so many magic items they started throwing them in an armory. When your 10th level and the average NPC carries at least a +1 weapon they start to add up. My players noted that they could outfit their entire castle with magic weapons and armors. The second campaign, we played in was a planescape game. After 6 levels my character had a +1 dagger and mithril chainshirt. Creatures we ran into, I just couldn't hurt. We also made the error of not taking very many spell casters with us. Things just were almost impossible to kill. We choose not to fight alot of things and run. The Third campaign, we played has us with about the game book levels of wealth and magic items. We have to ability to sell aquired items in the large city that we are in and buy new items. Those items may take a month or two to have shipped to us but we can buy just about anything we can afford. This has resulted in a pretty balanced party with stuff they want to have. The game seems to be going quite well at this point. And creatures around our ECL are not impossible to deal with. On a whole, I think the game assumes you will have at least what the NPC characters listed in the DMG has for magic items. This is amongst the minimums they expect to work. Running a none magic item world will result in some creature being much more powerful then they are suppose to be. [/QUOTE]
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