xXxTheBeastxXx
Explorer
I absolutely agree. I hate christmas-treeing. As a GM, it gets extremely annoying when players seem to define themselves by their items and begin fearing things like Null Magic fields not because they're a caster, but because then they won't get all these wonderful bonuses. They also lack a lot of flavor, I think. I understand that the belt gives you +4 strength. But why does it do that?
I prefer elixirs of fire-breath and the like so much more than "enhancement items".
As a player, I feel like it's annoying. I have a long-running warlock right now (converted from 3.5) who spent ALL his money on enhancement items. Recently, he's come to the conclusion that it wasn't him that was powerful, but rather the items he carried. So he's forsaking all of them and going on a "quest of self-discovery," and I have assurance from the GM that he's going to make it worth my while.
Role playing always trumps Roll playing.
As far as cures, I usually run low-magic item campaigns, in general. Players cannot buy magic items unless under special circumstances, and are much more likely to receive them as rewards. On top of that, most rewarded magic items are limited-use items like elixirs, wands, etc. or per-day use items. However, I still need to keep the players' power up so that they can take on some of the stronger enemies.
To do this, I usually use a d20 modern-esque defense bonus. I also give bonus ability points at a rate of 1 every even level instead of 1 every 4 levels (for a while, I did 2 points every 4 levels, but decided that 1 every even level would feel more gradual).
I like some of the ideas proposed earlier. Especially the "cursed" effects of magic items, and I plan to integrate those into my games.
I prefer elixirs of fire-breath and the like so much more than "enhancement items".
As a player, I feel like it's annoying. I have a long-running warlock right now (converted from 3.5) who spent ALL his money on enhancement items. Recently, he's come to the conclusion that it wasn't him that was powerful, but rather the items he carried. So he's forsaking all of them and going on a "quest of self-discovery," and I have assurance from the GM that he's going to make it worth my while.
Role playing always trumps Roll playing.
As far as cures, I usually run low-magic item campaigns, in general. Players cannot buy magic items unless under special circumstances, and are much more likely to receive them as rewards. On top of that, most rewarded magic items are limited-use items like elixirs, wands, etc. or per-day use items. However, I still need to keep the players' power up so that they can take on some of the stronger enemies.
To do this, I usually use a d20 modern-esque defense bonus. I also give bonus ability points at a rate of 1 every even level instead of 1 every 4 levels (for a while, I did 2 points every 4 levels, but decided that 1 every even level would feel more gradual).
I like some of the ideas proposed earlier. Especially the "cursed" effects of magic items, and I plan to integrate those into my games.