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Ongoing Campaign Setting Development by Reynard
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<blockquote data-quote="sniffles" data-source="post: 3007096" data-attributes="member: 30035"><p>Just a thought, but with your world history including the fall of the wizard-kings' empire, it seems reasonable that there might be a certain amount of anti-magic sentiment among at least some of the current cultures. Possibly some of the city-states have banned or severely restricted the use of magic. Other city-states could be trying to recreate the age of the wizard-kings, which could produce some interesting conflict between different locales/cultures and also make it harder for your PCs to get their hands on magic equipment. It's not available in some city-states, and it's hoarded by the elite in others. </p><p></p><p>Rather than reworking magic items wholesale, which has always seemed to me like a lot of effort and a major alteration to the tone of the game rules IMHO, you could simply restrict what is available to the player-characters. Just because +1 swords and <em>cloaks of resistance</em> are comparatively cheap doesn't mean you have to let your players have access to those things. The simplest expedients for making magic less common are to raise the prices, or to rule that there are no such things as shops where you can purchase off-the-rack magic items. If you want a <em>cloak of resistance</em> you've got to find a wizard who's willing to make you one. </p><p></p><p>I do like your idea of linking the power of an item to the power of the wielder, though. It could make items seem more individualized and special than a generic 'off the shelf' magic item. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="sniffles, post: 3007096, member: 30035"] Just a thought, but with your world history including the fall of the wizard-kings' empire, it seems reasonable that there might be a certain amount of anti-magic sentiment among at least some of the current cultures. Possibly some of the city-states have banned or severely restricted the use of magic. Other city-states could be trying to recreate the age of the wizard-kings, which could produce some interesting conflict between different locales/cultures and also make it harder for your PCs to get their hands on magic equipment. It's not available in some city-states, and it's hoarded by the elite in others. Rather than reworking magic items wholesale, which has always seemed to me like a lot of effort and a major alteration to the tone of the game rules IMHO, you could simply restrict what is available to the player-characters. Just because +1 swords and [I]cloaks of resistance[/I] are comparatively cheap doesn't mean you have to let your players have access to those things. The simplest expedients for making magic less common are to raise the prices, or to rule that there are no such things as shops where you can purchase off-the-rack magic items. If you want a [I]cloak of resistance[/I] you've got to find a wizard who's willing to make you one. I do like your idea of linking the power of an item to the power of the wielder, though. It could make items seem more individualized and special than a generic 'off the shelf' magic item. :) [/QUOTE]
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