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Quick poll about magic items in a typical campaign
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<blockquote data-quote="Kalendraf" data-source="post: 1607148" data-attributes="member: 3433"><p>I vote for all of the above.</p><p></p><p>In the past I ran a much higher magic game and encountered all of the problems you list. Items became more important than characters to the point of characters not caring if they lived or died (since you can get raised), but worring always about their precious items and who in the party would inherit them if they died for good. I tried to keep shopping interesting, but then it seemed to waste too much time, so it eventually turned into a full-catalog of items available based on the cities gp-limit.</p><p></p><p>Now my main campaign is lower-magic, complete with more wierd custom items I've made up, and it's been helping make magic more balanced as well as more exotic and intriguing.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1607148, member: 3433"] I vote for all of the above. In the past I ran a much higher magic game and encountered all of the problems you list. Items became more important than characters to the point of characters not caring if they lived or died (since you can get raised), but worring always about their precious items and who in the party would inherit them if they died for good. I tried to keep shopping interesting, but then it seemed to waste too much time, so it eventually turned into a full-catalog of items available based on the cities gp-limit. Now my main campaign is lower-magic, complete with more wierd custom items I've made up, and it's been helping make magic more balanced as well as more exotic and intriguing. [/QUOTE]
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