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<blockquote data-quote="Li Shenron" data-source="post: 6514252" data-attributes="member: 1465"><p>No, I have different feelings and will follow different ideas, but I think your setup below is just as good as mine or others.</p><p></p><p>In your case, it's clear that you find magic arms and armor uninteresting while you love items that are useful in more creative ways, so go with it! Anyway, no arms and armors means your game will guarantee bounded accuracy better.</p><p></p><p></p><p></p><p>For what it's worth, my own plans for tabletops campaigns are to:</p><p></p><p>- keep magic items generally scarce in number, especially permanent ones</p><p>- basically no market for magic items, only individual exceptions</p><p>- use the published items as starting points to build upon, freely design my own</p><p>- have each permanent magic item much more powerful than the standard, but reveal/develop its properties gradually</p><p>- bound the items to their owners, and their development to their owners' stories</p><p></p><p>Ideally, I would like each character to possess very few magic items (e.g. from 0 to 4) at any given time, but have the permanent ones potentially grow unbounded, so that there is essentially a continuity between magic items and artifacts.</p><p></p><p>I plan to expand on the attunement rules, in order to prevent PCs to amass items when defeating NPCs. So if a PC decides to keep all defeated NPC's magic items, it would take the PC a long time before being able to use all its properties, and in the meantime he won't unlock as many properties from her other magic items. Essentially, she would choose between <em>less more powerful items </em>and <em>more less powerful items</em> all the time, and I'll try to keep the net result the same, so that what they decide to do with defeated foe's equipment becomes more a matter of <strong>story</strong> rather than conveniency.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6514252, member: 1465"] No, I have different feelings and will follow different ideas, but I think your setup below is just as good as mine or others. In your case, it's clear that you find magic arms and armor uninteresting while you love items that are useful in more creative ways, so go with it! Anyway, no arms and armors means your game will guarantee bounded accuracy better. For what it's worth, my own plans for tabletops campaigns are to: - keep magic items generally scarce in number, especially permanent ones - basically no market for magic items, only individual exceptions - use the published items as starting points to build upon, freely design my own - have each permanent magic item much more powerful than the standard, but reveal/develop its properties gradually - bound the items to their owners, and their development to their owners' stories Ideally, I would like each character to possess very few magic items (e.g. from 0 to 4) at any given time, but have the permanent ones potentially grow unbounded, so that there is essentially a continuity between magic items and artifacts. I plan to expand on the attunement rules, in order to prevent PCs to amass items when defeating NPCs. So if a PC decides to keep all defeated NPC's magic items, it would take the PC a long time before being able to use all its properties, and in the meantime he won't unlock as many properties from her other magic items. Essentially, she would choose between [I]less more powerful items [/I]and [I]more less powerful items[/I] all the time, and I'll try to keep the net result the same, so that what they decide to do with defeated foe's equipment becomes more a matter of [B]story[/B] rather than conveniency. [/QUOTE]
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