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<blockquote data-quote="Kobold Boots" data-source="post: 5698512" data-attributes="member: 92239"><p>If people really want mystery in their magic systems.</p><p></p><p>1. Tell your players that the rule books are a wireframe as it pertains to classes, races and magic. They're guideposts but you can be sure that as a GM you've changed at least one trait of everything there is in the material, including adversaries.</p><p></p><p>2. Give your players concrete info about classes, races and spells as they choose them. Don't be a dick and change a cleric into an assassin, keep the flavor, but there's always stuff people don't know about their jobs that they learn after they take them. This guarantees that each player knows stuff other players don't and guarantees that players can't just pick up a manual and know as much as the DM.</p><p></p><p>3. Realize that the currency system is not at its best when literal and that the gold standard isn't the best standard to use in all places. Barter and copper rule the rural areas with advancing levels of currency being used as more expensive things are bought. I think that the players in my last 3e campaign never saw a gold piece but had letters of marque that were worth significant amounts of gold. Forget about Platinum, that's legendary currency.</p><p></p><p>4. Magic items can be bought and sold but with concordance rules not all items will want to be owned by the person who wants them. Next up, if you really want to make magic items be willing to go on quests to either get the mats yourself or to get the mats for the arcanist that's willing to invest his time into your item. Remember that these guys are lifelong arcanists, usually like to be left alone and when they choose to live on the outskirts of the world, your gold letters of marque mean nothing to him.. barter has more value.</p><p></p><p>As to spells, muhahahahaha. The books are the beginning once you start liberally applying metamagic. Anyone going up against a wizard should be concerned.</p><p></p><p>As to the whole player entitlement thing, DMs can save themselves a lot of hassle if they take the time to build a world that keeps the players on their toes and manages expectations early. The major problem is not that the players feel entitled, it's that they know the traits of the magic items to begin with. They're too easy to look up.</p><p></p><p>Sure Tom may want the +5 Holy Avenger because it'll help him be bad ass.. but if he finds out that +5 Holy Avengers are powered by the souls of dead boy scouts who have not lived up to their destinies and the one he's found is named Tim... who happens to have a problem because he's been geased to destroy the Arch Lich Kanye West and won't give him full range of his Tim-like awesomeness until he kills Kanye.. </p><p></p><p>Well sometimes it's better to just go for the +1 Dagger of explicit letter opening..</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5698512, member: 92239"] If people really want mystery in their magic systems. 1. Tell your players that the rule books are a wireframe as it pertains to classes, races and magic. They're guideposts but you can be sure that as a GM you've changed at least one trait of everything there is in the material, including adversaries. 2. Give your players concrete info about classes, races and spells as they choose them. Don't be a dick and change a cleric into an assassin, keep the flavor, but there's always stuff people don't know about their jobs that they learn after they take them. This guarantees that each player knows stuff other players don't and guarantees that players can't just pick up a manual and know as much as the DM. 3. Realize that the currency system is not at its best when literal and that the gold standard isn't the best standard to use in all places. Barter and copper rule the rural areas with advancing levels of currency being used as more expensive things are bought. I think that the players in my last 3e campaign never saw a gold piece but had letters of marque that were worth significant amounts of gold. Forget about Platinum, that's legendary currency. 4. Magic items can be bought and sold but with concordance rules not all items will want to be owned by the person who wants them. Next up, if you really want to make magic items be willing to go on quests to either get the mats yourself or to get the mats for the arcanist that's willing to invest his time into your item. Remember that these guys are lifelong arcanists, usually like to be left alone and when they choose to live on the outskirts of the world, your gold letters of marque mean nothing to him.. barter has more value. As to spells, muhahahahaha. The books are the beginning once you start liberally applying metamagic. Anyone going up against a wizard should be concerned. As to the whole player entitlement thing, DMs can save themselves a lot of hassle if they take the time to build a world that keeps the players on their toes and manages expectations early. The major problem is not that the players feel entitled, it's that they know the traits of the magic items to begin with. They're too easy to look up. Sure Tom may want the +5 Holy Avenger because it'll help him be bad ass.. but if he finds out that +5 Holy Avengers are powered by the souls of dead boy scouts who have not lived up to their destinies and the one he's found is named Tim... who happens to have a problem because he's been geased to destroy the Arch Lich Kanye West and won't give him full range of his Tim-like awesomeness until he kills Kanye.. Well sometimes it's better to just go for the +1 Dagger of explicit letter opening.. [/QUOTE]
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