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Reduced Magic Item Prevalence
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<blockquote data-quote="Brother MacLaren" data-source="post: 3772889" data-attributes="member: 15999"><p>In my game, I ended up giving out items or inherent bonuses that were identical to magic items in order to avoid the delays caused by recalculating statistics.</p><p></p><p>The barbarian would ALWAYS demand that PCs or cohorts cast Bull's Strength on him before every fight... so eventually I gave him a Belt of Giant Strength +4. </p><p>The cleric would ALWAYS cast Magic Circle Against Evil... so eventually I gave the PCs inherent +2 resistance bonus and +2 deflection bonus. </p><p></p><p>In order for magic items to be less "essential," buff spells need to be seriously pared down. Because as it is, some magic items serve a useful purpose in reducing the time spent recalculating things.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3772889, member: 15999"] In my game, I ended up giving out items or inherent bonuses that were identical to magic items in order to avoid the delays caused by recalculating statistics. The barbarian would ALWAYS demand that PCs or cohorts cast Bull's Strength on him before every fight... so eventually I gave him a Belt of Giant Strength +4. The cleric would ALWAYS cast Magic Circle Against Evil... so eventually I gave the PCs inherent +2 resistance bonus and +2 deflection bonus. In order for magic items to be less "essential," buff spells need to be seriously pared down. Because as it is, some magic items serve a useful purpose in reducing the time spent recalculating things. [/QUOTE]
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Reduced Magic Item Prevalence
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