The problem of keeping magic items scarce...

Old One said:
This was essentially my point...although apparently I didn't make it very well...

I don't advocate using such tools with any regularity, but they can be very effective if used properly.

If the campaign is "we kill them, take their stuff, rinse and repeat", then the ideas floated above won't work very well, period.

However, in a dynamic campaign world, offing the Grand Duke's men could very well be political suicide. Imagine, at the next meeting of the King's Council, the Duke complaining to the King about the party refusing to return his rightful property and demanding immediate redress. The PCs could easily be declared outlaw, forfiet all rights, titles and property, etc. History is replete with such actions from the earliest days.

Roman and Byzantine emperors routinely outlawed generals or other political figures that had become too powerful, seized their property and land and otherwise made their lives miserable. Look at what happened to the Knights Templar when their power, wealth and influence became a (percieved) threat to the ruler of France. Those that defied medieval monarchs or religious authorities could easily find themselves on the wrong end of the headsman's block or excommunication.

if you do use the tax man to take the PC's items, be prepared for your campaign to be totally destroyed.,

everyone hates the tax man. Why is the legend of robin hood so well regarded? pc#s hate to have their items taken away from them. They hate it and loathe it with a passion.

The PC's will kill the tax man and the followup squads of guards. Sure they are now wanted criminals declared as outlaws by their own actions. Thst's you screwing up your own campaign. All those roman and byzantine generals who were outlawed that Old one mentions, what did they do? they went on to topple the emperor who did that to them. That's what your campaign will become. You are pushing the PC's into becoming that kind of force.
 

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Quartz said:
If the PCs are bedecked with magic items, then perhaps powerful NPCs might take an interest. If an archmage shows up with demons in tow, can the PCs really object? But this smacks of GM fiat, especially if you don't discuss it with them beforehand.
The PC's will probably fight. Hello multiple deaths or TPK.

If you do take their items and they survive they will hunt the archmage down and kill him. Because he is clearly evil. Whatver magic you use the PC's still percieve him as evil, and will believe that he is using magic to foll everuone.
PC's thoughts "He stole from me. I am a good guy, that makes him evil. That means I should kill him to get my stuff back from the thief"
 

CruelSummerLord said:
See, this is what I meant when I asked whether 3E/3.5 dictated a certain style of play.

And most people shouted me down.

Go figure.

It does to an extent - if the game didn't depend on continuous acquisition of magic items, there wouldn't be a Character Wealth by Level table. ::shrug::
 

In the long run, just look at the DMG magic item creation guidelines, and remember that these are the physics under which the world works. Thus, its inhabitants will adapt around these restrictions.

One of these is that making items that only work for some people is a lot cheaper. Hence, whenever someone makes a magic item, it will, by default, have a restriction on who can use it.

Dwarves will make weapons that only work in dwarf's hands, a church will make wands that only work when used by a worshiper of their god.

This will mean that NPCs can have standard wealth (even standard PC wealth, for vesimilitude) without breaking the treasure rules. Then just give the NPCs lootable treasures the PCs can use as appropriate.
 

Alratan said:
Dwarves will make weapons that only work in dwarf's hands, a church will make wands that only work when used by a worshiper of their god.

This will mean that NPCs can have standard wealth (even standard PC wealth, for vesimilitude) without breaking the treasure rules. Then just give the NPCs lootable treasures the PCs can use as appropriate.

Woot!

Not only do I get the usable items, but I can use my Use Magic Device skill to use their stuff!

Brad
 

Veril said:
The PC's will kill the tax man and the followup squads of guards. Sure they are now wanted criminals declared as outlaws by their own actions. Thst's you screwing up your own campaign. All those roman and byzantine generals who were outlawed that Old one mentions, what did they do? they went on to topple the emperor who did that to them. That's what your campaign will become. You are pushing the PC's into becoming that kind of force.

Now, that may well be an acceptable campaign goal, if you're planning on it. That actually sounds potentially fun. However, it's best to know that going in. Accidentally having the campaign turn into this would be bad.

Also, if there's no actual trade in magic items, determining the valuation for an item is difficult at best. "33,000 florins? Okay, take this wand." "The hell?" "It's priceless, and worth far more than that. Take it."

Brad
 

A house rule I use sometimes is the introduction of keyed magic items. Items that basically only work for one weilder, and no one else. Sometimes the owner can attune himself so intimately with an item, that this happens, or they can have an item made to specifically only work for them, or (as mentioned before) it only works for them by virtue of their race, blood, or even family line. I don't use it for all their items, obviously, but there is the occassional magic item I just feel would be a campaign ender in the players' hands (as in, I no longer have the time to put together a challenge that would be even remotely suitable and therefore have to end the campaign). While the players still get a decent amount of loot, it still keeps some of the bigger ticket items from falling into their hands. Of course, I have no problem with my players looking into the creation of keyed items, if they so wish . .
 

Get the characters to look into the reasons behind magic items being so scarce. They may already be curious, so fan their imaginations alight with hints, clues, and ancient maps.

Seems like a logical quest series to me. :)
 

Wow. We've gone this long without mentioning them?

Ok. I will.

IRON HEROES

GRIM TALES

TRUE d20

CASTLES & CRUSADES

Try some of those and get back to us...
 


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