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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="FireLance" data-source="post: 2817497" data-attributes="member: 3424"><p>Just a word of warning: magic items that have penalties as well as bonuses might make for a good story (power comes with a price, and all that) but it might not make a good game.</p><p></p><p>First off, you're complicating the game by effectively doubling the number of effects that most magic items have (a penalty as well as a bonus). In addition, you're going to make it more likely that characters will want to put on the item (when the bonus matters more than the penalty) and take it off (when the penalty matters more than the bonus) in the middle of a game session. This is going to make character statisics more fluid than they already are, and may eat up game time in calculating and re-calculating game statistics. It gets even worse if you play with the baseline assumption that characters will eventually have several magic items, especially if your players include one or more determined min-maxers who will want to try out every combination of items to ensure the maximum bonus at any one time. </p><p></p><p>Consider carefully the players you have and how they will react before you introduce this.</p></blockquote><p></p>
[QUOTE="FireLance, post: 2817497, member: 3424"] Just a word of warning: magic items that have penalties as well as bonuses might make for a good story (power comes with a price, and all that) but it might not make a good game. First off, you're complicating the game by effectively doubling the number of effects that most magic items have (a penalty as well as a bonus). In addition, you're going to make it more likely that characters will want to put on the item (when the bonus matters more than the penalty) and take it off (when the penalty matters more than the bonus) in the middle of a game session. This is going to make character statisics more fluid than they already are, and may eat up game time in calculating and re-calculating game statistics. It gets even worse if you play with the baseline assumption that characters will eventually have several magic items, especially if your players include one or more determined min-maxers who will want to try out every combination of items to ensure the maximum bonus at any one time. Consider carefully the players you have and how they will react before you introduce this. [/QUOTE]
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