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The problem of keeping magic items scarce...
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<blockquote data-quote="MarauderX" data-source="post: 3535059" data-attributes="member: 9990"><p>I also use a home-brew with a lot less magic items. The PCs manufacture items they want themselves; items they want just don't fall into their hands. The items that show up make them wonder where they came from, as it sometimes indicates someone else is out there producing them to help their enemies. </p><p></p><p>A few more solutions:</p><p></p><p>1. Anti-magic monks that disarm, sunder and grapple opponents using magic items. Add a squad of them for each PC and destroy a few items! Sure the players won't be too happy about the deliberate destruction of items they have meticulously quested for, but you will be! </p><p></p><p>2. A better solution might be using creatures that have magical effects or special attacks or qualities that aren't bound to an item. </p><p></p><p>3. Let them use the magic items to better help their efforts and/or have an item given up as part of the story. Replace a lost item with something that is more permanent, like an ability score boost, to compensate for the lost item. It will mean less magic items for others in the world to keep track of, plus the character will be less dependant on things and more dependent on abilities. </p><p></p><p>4. Wear them down. Stage a series of shorter battles that aren't hard alone, but pack them into the same adventure with no chance for resting. The magic items will help them but enemy strategists know that not everyone can keep slugging it out forever. </p><p></p><p>5. Sub-adventure: target of a cat-burglar. If the PCs aren't pressed for time while traveling, have a cat-burglar swipe an item that a character relies on most. Finding out how they did, tracking down the thief, and getting the item back becomes a quest itself. Such a quest might involve more bluff, diplomacy, intimidate, and sense motive than anything else. Plus a character with the Track feat gets to shine too.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 3535059, member: 9990"] I also use a home-brew with a lot less magic items. The PCs manufacture items they want themselves; items they want just don't fall into their hands. The items that show up make them wonder where they came from, as it sometimes indicates someone else is out there producing them to help their enemies. A few more solutions: 1. Anti-magic monks that disarm, sunder and grapple opponents using magic items. Add a squad of them for each PC and destroy a few items! Sure the players won't be too happy about the deliberate destruction of items they have meticulously quested for, but you will be! 2. A better solution might be using creatures that have magical effects or special attacks or qualities that aren't bound to an item. 3. Let them use the magic items to better help their efforts and/or have an item given up as part of the story. Replace a lost item with something that is more permanent, like an ability score boost, to compensate for the lost item. It will mean less magic items for others in the world to keep track of, plus the character will be less dependant on things and more dependent on abilities. 4. Wear them down. Stage a series of shorter battles that aren't hard alone, but pack them into the same adventure with no chance for resting. The magic items will help them but enemy strategists know that not everyone can keep slugging it out forever. 5. Sub-adventure: target of a cat-burglar. If the PCs aren't pressed for time while traveling, have a cat-burglar swipe an item that a character relies on most. Finding out how they did, tracking down the thief, and getting the item back becomes a quest itself. Such a quest might involve more bluff, diplomacy, intimidate, and sense motive than anything else. Plus a character with the Track feat gets to shine too. [/QUOTE]
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