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General Tabletop Discussion
*Pathfinder & Starfinder
Magic Items: When do they become "Artifacts"
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<blockquote data-quote="Grazzt" data-source="post: 873273" data-attributes="member: 7"><p>Yep- many good points made and I can relate to most everything ya said. The one thing I havent had to worry about is my players becoming frustrated with villages not selling magic items. All of my players were born and raised on 1e when magic was not as commonplace as it is now. Plus, we all seem to be in agreement that walking into your local "wal-mart" to stock up on magic swords or whatever is just not the style of game we wanna play.</p><p></p><p>Magic items (and magic in general is scarce) in my campaign (sort of a dark fantasy cross between Moorcock, Norton, and Tanith Lee). My players have no problems with it and cherish finding magic items (when they actually do). Magic items they find are all special in their own way. They never find and identify a "+2 longsword". The longsword (while it may be +2) is perhaps the ancient sword of an order of knights or a sword that was used to slay the last invader during some great war. Something with history that makes it special. (And monsters' CRs are scaled up a bit to adjust for the lack of magic, so its all good.)</p><p></p><p>Hell, even potions and scrolls are hard to come by (campaign history....long story...wont go into it here). Why dont they just create their own items using the various Craft XXX feats? Well, if those feats were available they might be able to. The knowledge of creating magic items was lost in the past and has yet to be rediscovered. (It can be and perhaps will be in the future, but as of now, the knowledge of forging even the simplest magic potion) has been forgotten (again ties in with campaign history).</p><p></p><p>Sorry- ran off on a tangent there for a bit. But, to each his own. I think magic items should be scarce, rare, and special...otherwise its just takes something from the game (at least for us...but then again, to each his own, like I said).</p></blockquote><p></p>
[QUOTE="Grazzt, post: 873273, member: 7"] Yep- many good points made and I can relate to most everything ya said. The one thing I havent had to worry about is my players becoming frustrated with villages not selling magic items. All of my players were born and raised on 1e when magic was not as commonplace as it is now. Plus, we all seem to be in agreement that walking into your local "wal-mart" to stock up on magic swords or whatever is just not the style of game we wanna play. Magic items (and magic in general is scarce) in my campaign (sort of a dark fantasy cross between Moorcock, Norton, and Tanith Lee). My players have no problems with it and cherish finding magic items (when they actually do). Magic items they find are all special in their own way. They never find and identify a "+2 longsword". The longsword (while it may be +2) is perhaps the ancient sword of an order of knights or a sword that was used to slay the last invader during some great war. Something with history that makes it special. (And monsters' CRs are scaled up a bit to adjust for the lack of magic, so its all good.) Hell, even potions and scrolls are hard to come by (campaign history....long story...wont go into it here). Why dont they just create their own items using the various Craft XXX feats? Well, if those feats were available they might be able to. The knowledge of creating magic items was lost in the past and has yet to be rediscovered. (It can be and perhaps will be in the future, but as of now, the knowledge of forging even the simplest magic potion) has been forgotten (again ties in with campaign history). Sorry- ran off on a tangent there for a bit. But, to each his own. I think magic items should be scarce, rare, and special...otherwise its just takes something from the game (at least for us...but then again, to each his own, like I said). [/QUOTE]
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