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<blockquote data-quote="Mark" data-source="post: 1416240" data-attributes="member: 5"><p>It's a world created by one person, of course it is artificial. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The trick is to make it not feel artificial. Scrolls are a good idea. It's also a good way to help expand the spellbooks of the arcane casters or to give any caster some alternatives they may not have thought of before.</p><p></p><p>Scrolls with detect magic are certainly something that are mundane but can be very helpful locating other treasure and taking advantage of them right away, or even to locate dangerous magical traps. They're cheap and really don't give a lot of advantage, but it is likely that in a game where the players are not taking a lot of rest stops that they'd be invaluable in higher frequency.</p><p></p><p>Also, rations that bestow some one-time bonus, but taste absolutely horrible can be a good way to give but not give without compromise.</p><p></p><p>A magic weapon that looks like it has been damaged might be helpful for a time but break after, say, twenty uses. In essence, you're granting an attack bonus for twenty swings of that weapon without handing over the straight-up value of the weapon if it was undamaged.</p><p></p><p>A font (or pool) of magical water that gives weapons or armor a temporary bonus if submerged within (but that loses its magic if moved) is another way to give some help that doesn't overly effect game balance.</p><p></p><p>There are plenty of one-shot items in the books that can be integrated in such a game, also. If the players start to hoard or sell them, rather than to use them, just stop leaving them lying around so much.</p><p></p><p>You can't <em>make</em> the players move faster, you can only give them the opportunity to do so and allow them to take advantage of it if they desire that type of game.</p><p></p><p>Look for ways to give without giving away the house and I think you'll be fine. Don't worry so much about something being artificial. It all is and only is seen as such if the DM decides to present it in that way.</p></blockquote><p></p>
[QUOTE="Mark, post: 1416240, member: 5"] It's a world created by one person, of course it is artificial. :D The trick is to make it not feel artificial. Scrolls are a good idea. It's also a good way to help expand the spellbooks of the arcane casters or to give any caster some alternatives they may not have thought of before. Scrolls with detect magic are certainly something that are mundane but can be very helpful locating other treasure and taking advantage of them right away, or even to locate dangerous magical traps. They're cheap and really don't give a lot of advantage, but it is likely that in a game where the players are not taking a lot of rest stops that they'd be invaluable in higher frequency. Also, rations that bestow some one-time bonus, but taste absolutely horrible can be a good way to give but not give without compromise. A magic weapon that looks like it has been damaged might be helpful for a time but break after, say, twenty uses. In essence, you're granting an attack bonus for twenty swings of that weapon without handing over the straight-up value of the weapon if it was undamaged. A font (or pool) of magical water that gives weapons or armor a temporary bonus if submerged within (but that loses its magic if moved) is another way to give some help that doesn't overly effect game balance. There are plenty of one-shot items in the books that can be integrated in such a game, also. If the players start to hoard or sell them, rather than to use them, just stop leaving them lying around so much. You can't [i]make[/i] the players move faster, you can only give them the opportunity to do so and allow them to take advantage of it if they desire that type of game. Look for ways to give without giving away the house and I think you'll be fine. Don't worry so much about something being artificial. It all is and only is seen as such if the DM decides to present it in that way. [/QUOTE]
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