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Magical items
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<blockquote data-quote="theskyfullofdust" data-source="post: 4128462" data-attributes="member: 60048"><p>This all depends on what type of campaign you want to play.</p><p></p><p>I have always favoured a more low-key approach to magic items, trying to give reasons why the items the PCs find exist (especially weapons, which always had a history to them); makes it more personal when they find it.</p><p></p><p>I like the idea of enchanting items already owened to make them more powerful. My last PC was a hoarder and never liked giving up items; still had his +1 dagger from an early adventure that was precious to him (it was his first item); even though he never used it at higher levels he still carried it around with him.</p><p></p><p>For my next campaign I want to cpature that feeling, that the magic items a character finds is something precious, not just the equivalent of a new but better microwave, the old one just sold off or sent to the tip.</p><p></p><p>I also like the item of an auction house rather than a magic item shop, which came about when people started unearthing old magic items in a nearby ruin, or tombs, and so on. That would be better, and you coudl then throw whatever items needed in it.</p><p></p><p>I would much prefer to see items with no boring bonuses, but rather specific powers or abilities.</p><p></p><p>And I favour a mix of the 2ed and 3.5ed crafting methods. Having some sort of rules helps, but getting rid of the XP cost would be a grand idea, as would replacing the gp cost with ingredients list.</p><p></p><p>In fact, this reminds me, does anyone remember the old white dwarf magazines when they used to do D&D and other rpgs? There were a few of them that had brilliant lists of ingredients and processes for crafting magical items, potions and so on. I no longer have them, but they were great for when PCs wanted to make their own magic items. Generated lots of adventure hooks and side-treks.</p></blockquote><p></p>
[QUOTE="theskyfullofdust, post: 4128462, member: 60048"] This all depends on what type of campaign you want to play. I have always favoured a more low-key approach to magic items, trying to give reasons why the items the PCs find exist (especially weapons, which always had a history to them); makes it more personal when they find it. I like the idea of enchanting items already owened to make them more powerful. My last PC was a hoarder and never liked giving up items; still had his +1 dagger from an early adventure that was precious to him (it was his first item); even though he never used it at higher levels he still carried it around with him. For my next campaign I want to cpature that feeling, that the magic items a character finds is something precious, not just the equivalent of a new but better microwave, the old one just sold off or sent to the tip. I also like the item of an auction house rather than a magic item shop, which came about when people started unearthing old magic items in a nearby ruin, or tombs, and so on. That would be better, and you coudl then throw whatever items needed in it. I would much prefer to see items with no boring bonuses, but rather specific powers or abilities. And I favour a mix of the 2ed and 3.5ed crafting methods. Having some sort of rules helps, but getting rid of the XP cost would be a grand idea, as would replacing the gp cost with ingredients list. In fact, this reminds me, does anyone remember the old white dwarf magazines when they used to do D&D and other rpgs? There were a few of them that had brilliant lists of ingredients and processes for crafting magical items, potions and so on. I no longer have them, but they were great for when PCs wanted to make their own magic items. Generated lots of adventure hooks and side-treks. [/QUOTE]
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