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The extreme proliferation of magic in D&D
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<blockquote data-quote="Prince of Happiness" data-source="post: 2622992" data-attributes="member: 19819"><p>I know that. Hence the example, but what if the baron hates the squire and for some reason doesn't stop ol' Ned from getting his way because of his helm? I'm also applying this to the "logic" of the setting at large.</p><p></p><p>Earlier in the thread Eberron's Explorer's Guide was cited for having border patrols with +1 swords. That's easily managable and not a big deal. Unless the PCs go out of their way to fight border patrols on a consistent basis (which, being D&D, might not be an uncommon thing after all), whatever items many NPCs have shouldn't really matter. It's what items are on NPCs that PCs interact with that matter. Plus having small magic items are good set ups for adventures for low-level parties.</p><p></p><p>I.e. Guards go missing in a border fort. After some investigation the PCs eventually discover that one guard, Aramil, got really drunk, bet and lost Grandpa's sword, which was marked by that mighty smith, +1. Sobering up and realizing what happened he tries to get it back from his fellow guard. Fellow guard says "no, you lost it fair and square," even though he knows it's wrong to so blatantly cheat someone...he just finds said sword to be quite handy, especially when he ran into a grick on patrol. So in a fit of rage, Aramil caves the other guard's head in, takes his sword back and does a runner, falling in with some brigands.</p><p></p><p>I'd only really have a problem, and I would imagine any power figure would too, is if you have lots of people whose loyalty you don't have, and they have Staffs of Wonder and Wands of Fireballs. Not only is it debilitating to the running of the game ("Heh! And to think, all I had to do was kill the stableboy!"), to think inside the game, it'd be a lot of trouble for burgomeisters, kings and things, and that's what I was trying to get at. To boil it down: Magical item proliferation should/would be controlled by whatever power groups have a vested interest in keeping magical item proliferation down, thus creating a natural in-game control to magical item proliferation, ensuring that the powerful have powerful items and destroying those who do have them, or destroying or stealing their items otherwise. So, yeah. I'm ok with the proliferation of magic items in D&D.</p></blockquote><p></p>
[QUOTE="Prince of Happiness, post: 2622992, member: 19819"] I know that. Hence the example, but what if the baron hates the squire and for some reason doesn't stop ol' Ned from getting his way because of his helm? I'm also applying this to the "logic" of the setting at large. Earlier in the thread Eberron's Explorer's Guide was cited for having border patrols with +1 swords. That's easily managable and not a big deal. Unless the PCs go out of their way to fight border patrols on a consistent basis (which, being D&D, might not be an uncommon thing after all), whatever items many NPCs have shouldn't really matter. It's what items are on NPCs that PCs interact with that matter. Plus having small magic items are good set ups for adventures for low-level parties. I.e. Guards go missing in a border fort. After some investigation the PCs eventually discover that one guard, Aramil, got really drunk, bet and lost Grandpa's sword, which was marked by that mighty smith, +1. Sobering up and realizing what happened he tries to get it back from his fellow guard. Fellow guard says "no, you lost it fair and square," even though he knows it's wrong to so blatantly cheat someone...he just finds said sword to be quite handy, especially when he ran into a grick on patrol. So in a fit of rage, Aramil caves the other guard's head in, takes his sword back and does a runner, falling in with some brigands. I'd only really have a problem, and I would imagine any power figure would too, is if you have lots of people whose loyalty you don't have, and they have Staffs of Wonder and Wands of Fireballs. Not only is it debilitating to the running of the game ("Heh! And to think, all I had to do was kill the stableboy!"), to think inside the game, it'd be a lot of trouble for burgomeisters, kings and things, and that's what I was trying to get at. To boil it down: Magical item proliferation should/would be controlled by whatever power groups have a vested interest in keeping magical item proliferation down, thus creating a natural in-game control to magical item proliferation, ensuring that the powerful have powerful items and destroying those who do have them, or destroying or stealing their items otherwise. So, yeah. I'm ok with the proliferation of magic items in D&D. [/QUOTE]
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