Quasqueton
First Post
Does the exponential cost of magic items cause PCs to take several minor items instead of one major item? Does it cause adventurers to choose a collection of "trinkets" over a single "quality" item?
For instance, a +1 weapon costs 2,000gp and a +2 weapon costs 8,000gp. A character could buy four +1 weapons for the cost of a single +2 weapon. Or two +1 weapons, and a +2 strength item.
Instead of increasing his +2 weapon up to a +3 weapon, a character can get a +2 strength item, a +2 constitution item, a +1 shield, and +1 armor. In effect, instead of building up to a potentially legendary item, the character has a collection of trinkets.
Same with AC bonus items. A +2 suit of armor costs 4,000gp. For that price, a character could buy a +1 suit of armor, a +1 shield, a +1 ring.
And, again, instead of improving his +2 suit of armor to +3, he can get a +1 ring, +1 amulet of natural armor, and a +1 shield.
And instead of acquiring that single belt of giant strength +6, the character can buy several individual items to boost all his stats and then some: +2 strength, +2 dexterity, +2 constitution, +2 intelligence, +2 wisdom, +2 charisma, +1 weapon, +1 armor, +1 shield, +1 ring, +1 amulet, and a handy haversack to carry the remaining 2,000gp in. Again, instead of a fantastic item like Thor's belt, the character has a dozen minor items like "fantasy cyberware".
It just seems to me that the exponential cost of magic items makes for situations where characters end up having many minor items scattered about their bodies like pins on a waitress' shirt, instead of one or two major items of power like a legendary hero. Instead of constantly improving a favorite or defining item to ever increasing power, the rules make it more economical to carry around a bunch of charms and fetishes.
And like is discussed in the thread about looting dead companions: splitting up a dead friend's mish-mash of magic trinkets is a lot different than taking a fallen comrade's defining single item ("Rogar's Great Smiter" or "Gallan's Cloak of Presence").
Quasqueton
For instance, a +1 weapon costs 2,000gp and a +2 weapon costs 8,000gp. A character could buy four +1 weapons for the cost of a single +2 weapon. Or two +1 weapons, and a +2 strength item.
Instead of increasing his +2 weapon up to a +3 weapon, a character can get a +2 strength item, a +2 constitution item, a +1 shield, and +1 armor. In effect, instead of building up to a potentially legendary item, the character has a collection of trinkets.
Same with AC bonus items. A +2 suit of armor costs 4,000gp. For that price, a character could buy a +1 suit of armor, a +1 shield, a +1 ring.
And, again, instead of improving his +2 suit of armor to +3, he can get a +1 ring, +1 amulet of natural armor, and a +1 shield.
And instead of acquiring that single belt of giant strength +6, the character can buy several individual items to boost all his stats and then some: +2 strength, +2 dexterity, +2 constitution, +2 intelligence, +2 wisdom, +2 charisma, +1 weapon, +1 armor, +1 shield, +1 ring, +1 amulet, and a handy haversack to carry the remaining 2,000gp in. Again, instead of a fantastic item like Thor's belt, the character has a dozen minor items like "fantasy cyberware".
It just seems to me that the exponential cost of magic items makes for situations where characters end up having many minor items scattered about their bodies like pins on a waitress' shirt, instead of one or two major items of power like a legendary hero. Instead of constantly improving a favorite or defining item to ever increasing power, the rules make it more economical to carry around a bunch of charms and fetishes.
And like is discussed in the thread about looting dead companions: splitting up a dead friend's mish-mash of magic trinkets is a lot different than taking a fallen comrade's defining single item ("Rogar's Great Smiter" or "Gallan's Cloak of Presence").
Quasqueton