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General Tabletop Discussion
*TTRPGs General
The availability of magic items
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<blockquote data-quote="Mercurius" data-source="post: 5758577" data-attributes="member: 59082"><p>This may sound facetious, but what works best is what makes the most sense for the specific campaign world. What sort of feel are you going for? How prevalent is magic? Is it openly accepted and used or is it shunned or hidden? This is an opportunity to add some color to your world.</p><p></p><p>In the 4E campaign I was running, I followed a general guideline that the players could buy any Heroic tier items (1-10 level) that were common or uncommon but not rare. Paragon items or rare items were very hard to find and the players had to ask first.</p><p></p><p>The other problem I've found, with 4E at least, is out-growing well-loved magic items that have a story to them. What I like doing is having magic items "unpack" in terms of power as a player goes up in level. This would be a "rare" item, even a "baby artifact" one that was created in an era in which magical crafting was superior. As a general rule, once the PC is three levels higher than the magic item's level, the item "levels up" to the next tier (+5 levels, or +1 bonus). For example, when a character turns 12th level, their 9th level magic item "levels up" to 14th level in terms of bonus, but also maybe adding some kind of power.</p><p></p><p>This approach also helps get around the problem of trading or selling off old items in favor of new ones, and allows for a PC to find a powerful magic item at an early level but not know its full abilities until later on.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5758577, member: 59082"] This may sound facetious, but what works best is what makes the most sense for the specific campaign world. What sort of feel are you going for? How prevalent is magic? Is it openly accepted and used or is it shunned or hidden? This is an opportunity to add some color to your world. In the 4E campaign I was running, I followed a general guideline that the players could buy any Heroic tier items (1-10 level) that were common or uncommon but not rare. Paragon items or rare items were very hard to find and the players had to ask first. The other problem I've found, with 4E at least, is out-growing well-loved magic items that have a story to them. What I like doing is having magic items "unpack" in terms of power as a player goes up in level. This would be a "rare" item, even a "baby artifact" one that was created in an era in which magical crafting was superior. As a general rule, once the PC is three levels higher than the magic item's level, the item "levels up" to the next tier (+5 levels, or +1 bonus). For example, when a character turns 12th level, their 9th level magic item "levels up" to 14th level in terms of bonus, but also maybe adding some kind of power. This approach also helps get around the problem of trading or selling off old items in favor of new ones, and allows for a PC to find a powerful magic item at an early level but not know its full abilities until later on. [/QUOTE]
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