Moon-Lancer
First Post
its an an easy solution. Balance the game assuming no one will ever get a magic item, and then +1 swords will kick butt.
Interesting idea. Two problems:Green Knight said:Or maybe you don't find other magic swords? There's no need to find new magic swords if the one you have is good enough. That'd certainly eliminate the need to pepper every dungeon, cavern, and grotto with half-a-dozen magical weapons.
Tell your players to create characters with other motivations: service to a lord or a deity, fame, plain old adventurousness, etc.Doug McCrae said:Interesting idea. Two problems:
1) How do we motivate the PCs to go down dungeons if there's no magic items and no need for treasure (as they cannot be purchased)?
Find it, fix it, or otherwise replace it. And the advantage is, if you do it yourself, your descendants won't have to wander around the wildnerness until some half-elven lord decides to do it for them!2) What happens if the legacy weapon is sundered or eaten by a rust monster? Or lost?
"This artifact belongs in a museum!" -indyDoug McCrae said:Interesting idea. Two problems:
1) How do we motivate the PCs to go down dungeons if there's no magic items and no need for treasure (as they cannot be purchased)
I'll let my DM post here more cogently than I could (if he shows up), but suffice it to say my Iron Heroes character is 8th level and recently sacrificed the only magic item he had (a cursed blade willingly taken up for good reason), and is back to using the same longsword he started with at 1st level. It had been hanging on the wall on his office for the last couple months, but it's still sharp.Doug McCrae said:1) How do we motivate the PCs to go down dungeons if there's no magic items and no need for treasure (as they cannot be purchased)?
Renewed shall be the blade that was broken, ...Doug McCrae said:2) What happens if the legacy weapon is sundered or eaten by a rust monster? Or lost?
There are other game systems that solve the problem of loot accumulation, by giving the retention of material goods a cost (measured in whatever that system uses as its character build currency).Li Shenron said:I think this problem is nearly unsolvable.
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However I think would be too much a major change in concept, and probably most people wouldn't like the idea at all...
1st ed AD&D had a single reward mechanism - that is, treasure - which gave two benefits: it conferred XP, and it could be spent or (if magical) used. (I ignore monster XP here, because these tended to be swamped by the treasure XP).Doug McCrae said:Interesting idea. Two problems:
1) How do we motivate the PCs to go down dungeons if there's no magic items and no need for treasure (as they cannot be purchased)?