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Playing in a DND3E game with no magic items
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<blockquote data-quote="Hecabus" data-source="post: 679105" data-attributes="member: 9360"><p><strong>Odd Magic Rules</strong></p><p></p><p>The last four campaigns I have played in suffered with magic item problems. </p><p></p><p>The first two games suffered from to much magic, if you could think of it you could probably have it. This was especially true of the first game which was Rolemaster with characters that got almost to 60th level. Imagine a 30th level Shamanic Alchemist (Mage)/15th level Nightblade (Assassin)/20th level Archmage with a full boat of magic items including ever-repeating crossbows zipping around on a jetbike. It was insane (fun though).</p><p></p><p>The third game this guy ran, he figured out that handing out too many magic items made it tough for the DM to handle encounters so he made items impossible to get. Sure he gave lots of gold and there were plenty of mages around in Forgotten Realms to make items, but they always charged double or triple the going rate and it took at least three times as long for them to make the items. It looked like I would have made it to 10th level without anything more powerful than a masterwork dagger and a 3rd level wand of Magic Missles.</p><p></p><p>The fourth game was run by another gm and at first it was slightly over balanced (my 2e multiclass 8th level Fighter/Wizard had a +4 katanna and a +3 Dagger of the Nosferatu). Now skip ahead many years later and we have the same character as a 3rd edition 4th level Fighter/ 5th level Archmage / 5th level Eldritch Master / 16th level Sorceror fighting a pair of Sirrusk (sp) straight out of the ELH with the same sword and dagger. By the way, Sirrusk have DR 30 / +6 so most attacks I was doing around 5 points of damage. I really only hurt them on a crit.</p><p></p><p>3E was built to be an open ended game. Unfortunately, it is very well balanced and taking away one thing adversely affects another and most DMs can't handle it.</p></blockquote><p></p>
[QUOTE="Hecabus, post: 679105, member: 9360"] [b]Odd Magic Rules[/b] The last four campaigns I have played in suffered with magic item problems. The first two games suffered from to much magic, if you could think of it you could probably have it. This was especially true of the first game which was Rolemaster with characters that got almost to 60th level. Imagine a 30th level Shamanic Alchemist (Mage)/15th level Nightblade (Assassin)/20th level Archmage with a full boat of magic items including ever-repeating crossbows zipping around on a jetbike. It was insane (fun though). The third game this guy ran, he figured out that handing out too many magic items made it tough for the DM to handle encounters so he made items impossible to get. Sure he gave lots of gold and there were plenty of mages around in Forgotten Realms to make items, but they always charged double or triple the going rate and it took at least three times as long for them to make the items. It looked like I would have made it to 10th level without anything more powerful than a masterwork dagger and a 3rd level wand of Magic Missles. The fourth game was run by another gm and at first it was slightly over balanced (my 2e multiclass 8th level Fighter/Wizard had a +4 katanna and a +3 Dagger of the Nosferatu). Now skip ahead many years later and we have the same character as a 3rd edition 4th level Fighter/ 5th level Archmage / 5th level Eldritch Master / 16th level Sorceror fighting a pair of Sirrusk (sp) straight out of the ELH with the same sword and dagger. By the way, Sirrusk have DR 30 / +6 so most attacks I was doing around 5 points of damage. I really only hurt them on a crit. 3E was built to be an open ended game. Unfortunately, it is very well balanced and taking away one thing adversely affects another and most DMs can't handle it. [/QUOTE]
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