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The problem of keeping magic items scarce...
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<blockquote data-quote="Steel_Wind" data-source="post: 3535108" data-attributes="member: 20741"><p>The problem is that 3.5 CR ratings assume a crap load of magic items on the PCs. They really do.</p><p></p><p>It's not that I necessarily agree with this approach of the inherent design. I don't. I prefer Magic items as chocolate - not as meat & potatoes.</p><p></p><p>(If you listen to the latest WotC D&D podcast, Mearls and the R&D crew rant a bit about the old guard not accepting the fact that buying and selling magic is common and assumed in the rules).</p><p></p><p>So we have a system that assumes it; and a definite DM preference among a lot of older players that does not want to give them out as frequently as the designers intend.</p><p></p><p>Your solution? Add templates, abilities and scrolls and one shot items and make the bad guys use em up before the PCs ever get their hands on em. Add more monsters, give them more hits and make them do more damage and have more arbitrary <em>Su</em> abilities.</p><p></p><p>Do whatever it is you want to do: just don't give magic items to the bad guys if you don't want the PC good guys to have a good shot at getting them.</p><p></p><p>That has been the trade-off in adventure design for 30+ years. That part, at least, is nothing new. Make the choice and live with it.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3535108, member: 20741"] The problem is that 3.5 CR ratings assume a crap load of magic items on the PCs. They really do. It's not that I necessarily agree with this approach of the inherent design. I don't. I prefer Magic items as chocolate - not as meat & potatoes. (If you listen to the latest WotC D&D podcast, Mearls and the R&D crew rant a bit about the old guard not accepting the fact that buying and selling magic is common and assumed in the rules). So we have a system that assumes it; and a definite DM preference among a lot of older players that does not want to give them out as frequently as the designers intend. Your solution? Add templates, abilities and scrolls and one shot items and make the bad guys use em up before the PCs ever get their hands on em. Add more monsters, give them more hits and make them do more damage and have more arbitrary [I]Su[/I] abilities. Do whatever it is you want to do: just don't give magic items to the bad guys if you don't want the PC good guys to have a good shot at getting them. That has been the trade-off in adventure design for 30+ years. That part, at least, is nothing new. Make the choice and live with it. [/QUOTE]
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