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Martial Practice : Blood Demand
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<blockquote data-quote="pemerton" data-source="post: 7035103" data-attributes="member: 42582"><p>I think one reason 4e is well-suited to it is because magic items in 4e are - by default - not really rewards at all (despite the misleading heading in the DMG). The "parcel" system means that treasure is just another element of PC build, that is more granular and on a slightly different track from the stuff described in the PHB.</p><p></p><p>This makes it easy to have treasures that are special in one way or another to a particular character. In my main 4e game, one of the PCs has been collecting the Rod of Seven Parts from 2nd level. Another PC at one stage had a dragon's tooth made into a Wyrmtooth dagger'; and the same PC found a cache of items that had belonged to an ancient member of the drow cult that he belongs to ("The Order of the Bat", a group of Corellon-worshipping drow dedicated to ending the sundering of the elves).</p><p></p><p>In a reward-based system you can't assume the magic items will be found; nor by whom. But in a "parcel"-based system both those assumptions can be made without any problems.</p><p></p><p>As much as possible, I like all the items in my 4e game to be "story items", in the sense that there is some connection between the item and its owner that goes deeper than just "I took this from the body of a dead bugbear". I use artefacts the same way too (and assign them levels and cost them against the treasure parcel budget). I haven't used artefacts as items that are fundamentally under GM rather than player control.</p><p></p><p>I have used Concordance, although dropping the gain per level to +1 rather than +1d10, because I'm not using artefacts as GM-controlled temporary things. It's not the most exciting thing of all time, but the wielder of the Rod did once lose a bit of functionality after beating up on some devils (immortals), and since then has been conscious that the Rod doesn't like him fighting such beings, and so he tends not to be the one to strike the first blow in such contexts.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7035103, member: 42582"] I think one reason 4e is well-suited to it is because magic items in 4e are - by default - not really rewards at all (despite the misleading heading in the DMG). The "parcel" system means that treasure is just another element of PC build, that is more granular and on a slightly different track from the stuff described in the PHB. This makes it easy to have treasures that are special in one way or another to a particular character. In my main 4e game, one of the PCs has been collecting the Rod of Seven Parts from 2nd level. Another PC at one stage had a dragon's tooth made into a Wyrmtooth dagger'; and the same PC found a cache of items that had belonged to an ancient member of the drow cult that he belongs to ("The Order of the Bat", a group of Corellon-worshipping drow dedicated to ending the sundering of the elves). In a reward-based system you can't assume the magic items will be found; nor by whom. But in a "parcel"-based system both those assumptions can be made without any problems. As much as possible, I like all the items in my 4e game to be "story items", in the sense that there is some connection between the item and its owner that goes deeper than just "I took this from the body of a dead bugbear". I use artefacts the same way too (and assign them levels and cost them against the treasure parcel budget). I haven't used artefacts as items that are fundamentally under GM rather than player control. I have used Concordance, although dropping the gain per level to +1 rather than +1d10, because I'm not using artefacts as GM-controlled temporary things. It's not the most exciting thing of all time, but the wielder of the Rod did once lose a bit of functionality after beating up on some devils (immortals), and since then has been conscious that the Rod doesn't like him fighting such beings, and so he tends not to be the one to strike the first blow in such contexts. [/QUOTE]
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