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Magic Items And Campaign Balance?
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<blockquote data-quote="Old One" data-source="post: 267171" data-attributes="member: 83"><p><strong>Another low(er) magic adherent...</strong></p><p></p><p></p><p></p><p>Good points...</p><p></p><p>I run a low(er)-magic campaign and use a more realistic (IMO) economic system. Consequently, I pay no attention whatsoever to the wealth tables in the DMG. The setting is the frontier of a once great empire, where much magic has been lost or forgotten. </p><p></p><p>I used an approach similar to Jester's with regards to what is available in various villages, towns and cities. One-shots like scrolls and potions are available, but items with greater power have to be commissioned, unearthed, stolen or otherwise discovered. I also require power components and special formula for the fabrication of permanent magic items.</p><p></p><p>The PCs are currently 5th level and the party make-up is:</p><ul> <li data-xf-list-type="ul"> Sorcerer 5</li> <li data-xf-list-type="ul"> Ranger 3/Rogue 2</li> <li data-xf-list-type="ul"> Barbarian 5</li> <li data-xf-list-type="ul"> Bard 3/Ranger 1</li> <li data-xf-list-type="ul"> Fighter 2/Cleric 2</li> </ul><p>Right now - not counting a dozen or so one-shots - they have exactly 4 permanent magic items between them:</p><ul> <li data-xf-list-type="ul"> 2 "bonded" weapons with 1 minor power each</li> <li data-xf-list-type="ul"> +1 ring of protection</li> <li data-xf-list-type="ul"> axe that changes from hand to battle to great on command</li> </ul><p>They discovered several other items in their travels, but sold them to raise money for training and other equipment. I poll the players regularly about their satisfaction with the campaign, etc. Thus far, they all like the tone of the campaign and don't feel that their characters <em>need</em> a bunch of magic items.</p><p></p><p>It works well for us, because challenges are tailored appropriately. Most of the enemies they face are human or humanoid with limited magic themselves. I include lots of non-combat challenges (traps, puzzles, politics) and don't throw DR critters at them (at least not yet). They are aware that more powerful magic does exist in the ruins that dot the land, but haven't pursued it much to this point.</p><p></p><p>Finally, all of the players knew - up front - what the magic level was going to be in the campaign and created their characters accordingly.</p><p></p><p>Some might look at the magic item listing above and faint in disbelief, but 21 years of DMing have left me with a much greater liking for a low(er) magic campaign than a stuffquest campaign.</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 267171, member: 83"] [b]Another low(er) magic adherent...[/b] Good points... I run a low(er)-magic campaign and use a more realistic (IMO) economic system. Consequently, I pay no attention whatsoever to the wealth tables in the DMG. The setting is the frontier of a once great empire, where much magic has been lost or forgotten. I used an approach similar to Jester's with regards to what is available in various villages, towns and cities. One-shots like scrolls and potions are available, but items with greater power have to be commissioned, unearthed, stolen or otherwise discovered. I also require power components and special formula for the fabrication of permanent magic items. The PCs are currently 5th level and the party make-up is: [list] [*] Sorcerer 5 [*] Ranger 3/Rogue 2 [*] Barbarian 5 [*] Bard 3/Ranger 1 [*] Fighter 2/Cleric 2 [/list] Right now - not counting a dozen or so one-shots - they have exactly 4 permanent magic items between them: [list] [*] 2 "bonded" weapons with 1 minor power each [*] +1 ring of protection [*] axe that changes from hand to battle to great on command [/list] They discovered several other items in their travels, but sold them to raise money for training and other equipment. I poll the players regularly about their satisfaction with the campaign, etc. Thus far, they all like the tone of the campaign and don't feel that their characters [i]need[/i] a bunch of magic items. It works well for us, because challenges are tailored appropriately. Most of the enemies they face are human or humanoid with limited magic themselves. I include lots of non-combat challenges (traps, puzzles, politics) and don't throw DR critters at them (at least not yet). They are aware that more powerful magic does exist in the ruins that dot the land, but haven't pursued it much to this point. Finally, all of the players knew - up front - what the magic level was going to be in the campaign and created their characters accordingly. Some might look at the magic item listing above and faint in disbelief, but 21 years of DMing have left me with a much greater liking for a low(er) magic campaign than a stuffquest campaign. ~ Old One [/QUOTE]
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