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<blockquote data-quote="Riastlin" data-source="post: 5541685" data-attributes="member: 94022"><p>[MENTION=56710]Zaran[/MENTION]: I agree with you in that lair items should not replace magic item parcel slots. As a general rule, they just are not likely to be as useful as a "typical" magic item. </p><p> </p><p>I have also had the same issue with regard to magic items "not fitting in with the grand scheme". Ironically though, with my players, its not even an issue with the wish list system as my players have never really given me wish lists. The campaign where it came up most is the one wherein they were a couple of near-tpks and large portions of the party were remade. In fact, every player is on at least their second character in that campaign. Well, as it turned out, every character was made at 4th level or higher and they all had Deathcut Armor (owing to an odd coincidence of no heavy armor users in the group). Well, they all had Deathcut +1 but nobody wanted any armor that wasn't Deathcut. Of course, it takes quite a while to hand out 5 level 10 items to give everyone their +2 armor, etc. Same thing then started to happen with their weapons, it was the properties that they wanted, not the enhancements, etc.</p><p> </p><p>It got to the point where I just started saying "You find a level 7 item" because every time they were like "Does anybody actually want this +2 item that 3 of us could actually use?" I think one way around this is to go with the inherent bonus system so that you don't need to keep handing out the magic weapliment/armor/neck slots. This also makes magic items more special as you don't need as many of them. I definitely think that my next campaign that I run will utilize inherent bonuses. This way, I can mostly concentrate on the more "minor" magic items and they will still seem special as opposed to "Shoot, I was really hoping for a magic hammer". Plus, you can still occasionally throw in a magic weapon and give it a cool story or history that really hooks the player into the item and makes them want to keep it.</p><p> </p><p>With lairs though, that is always going to vary from player to player and group to group. Some will be really stoked by them while others could care less. Note that this doesn't mean either group is doing it wrong, just that they have different interests. Knowing your players' interests is the key here.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5541685, member: 94022"] [MENTION=56710]Zaran[/MENTION]: I agree with you in that lair items should not replace magic item parcel slots. As a general rule, they just are not likely to be as useful as a "typical" magic item. I have also had the same issue with regard to magic items "not fitting in with the grand scheme". Ironically though, with my players, its not even an issue with the wish list system as my players have never really given me wish lists. The campaign where it came up most is the one wherein they were a couple of near-tpks and large portions of the party were remade. In fact, every player is on at least their second character in that campaign. Well, as it turned out, every character was made at 4th level or higher and they all had Deathcut Armor (owing to an odd coincidence of no heavy armor users in the group). Well, they all had Deathcut +1 but nobody wanted any armor that wasn't Deathcut. Of course, it takes quite a while to hand out 5 level 10 items to give everyone their +2 armor, etc. Same thing then started to happen with their weapons, it was the properties that they wanted, not the enhancements, etc. It got to the point where I just started saying "You find a level 7 item" because every time they were like "Does anybody actually want this +2 item that 3 of us could actually use?" I think one way around this is to go with the inherent bonus system so that you don't need to keep handing out the magic weapliment/armor/neck slots. This also makes magic items more special as you don't need as many of them. I definitely think that my next campaign that I run will utilize inherent bonuses. This way, I can mostly concentrate on the more "minor" magic items and they will still seem special as opposed to "Shoot, I was really hoping for a magic hammer". Plus, you can still occasionally throw in a magic weapon and give it a cool story or history that really hooks the player into the item and makes them want to keep it. With lairs though, that is always going to vary from player to player and group to group. Some will be really stoked by them while others could care less. Note that this doesn't mean either group is doing it wrong, just that they have different interests. Knowing your players' interests is the key here. [/QUOTE]
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