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<blockquote data-quote="Ace" data-source="post: 251412" data-attributes="member: 944"><p>Excellent points. </p><p></p><p>I have two methods I use to handle magic items IMC</p><p></p><p>#1 High Magic. </p><p></p><p>Magic is a technology. Anything in the DMG can be bought if the town is big enough. Heck sometimes I assume magic has been around for several hundred years and all the permenant stuff has added up.</p><p>Needless to say this looks nothing like a medieval world. </p><p>Best analogy mostly incomplete, futuristic war with swords---</p><p>This is because there are is instant communication, instant resupply, instant reinforcements and massive firepower on demand (wizard with fireball gauntlet extended range and enegy substituted, missle shielded with high AC and flight) and spec war troops (teleport w/o error 2x day rings, inviso gear and more stuff to destroy the enemies cities and fields)</p><p></p><p>A better solution I prefer for a "normal" fantasy feel is to rule that all magic items require rare power components. Want a cloak of stealth? No problem you will need Giant Spider silk and a other dangerous things. </p><p>I generally presume that adventurers have access to about 1 permanent item per 3 levels gained. </p><p>Disposable stuff (potion, talisman and scoll) can be made with normal ingredients. </p><p>Two more little bits, Normal stuff can be enchanted to +1 this is called "spellforged" or "spellworked' and can be bought as usual</p><p>Also weak magic items are rare, there is little point in making a +1 ring. Many items are either strong or scale up and everything has a history. </p><p>This way the players can buy minor stuff if they like but I can control magic item proliferation.</p><p>If you want to try this Iwould suggest using a defense bonus option though, 3e classes are assumed to have access to certain items and if they don't it may get slightly unbalanced.</p></blockquote><p></p>
[QUOTE="Ace, post: 251412, member: 944"] Excellent points. I have two methods I use to handle magic items IMC #1 High Magic. Magic is a technology. Anything in the DMG can be bought if the town is big enough. Heck sometimes I assume magic has been around for several hundred years and all the permenant stuff has added up. Needless to say this looks nothing like a medieval world. Best analogy mostly incomplete, futuristic war with swords--- This is because there are is instant communication, instant resupply, instant reinforcements and massive firepower on demand (wizard with fireball gauntlet extended range and enegy substituted, missle shielded with high AC and flight) and spec war troops (teleport w/o error 2x day rings, inviso gear and more stuff to destroy the enemies cities and fields) A better solution I prefer for a "normal" fantasy feel is to rule that all magic items require rare power components. Want a cloak of stealth? No problem you will need Giant Spider silk and a other dangerous things. I generally presume that adventurers have access to about 1 permanent item per 3 levels gained. Disposable stuff (potion, talisman and scoll) can be made with normal ingredients. Two more little bits, Normal stuff can be enchanted to +1 this is called "spellforged" or "spellworked' and can be bought as usual Also weak magic items are rare, there is little point in making a +1 ring. Many items are either strong or scale up and everything has a history. This way the players can buy minor stuff if they like but I can control magic item proliferation. If you want to try this Iwould suggest using a defense bonus option though, 3e classes are assumed to have access to certain items and if they don't it may get slightly unbalanced. [/QUOTE]
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