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The problem of keeping magic items scarce...
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3535140" data-attributes="member: 39593"><p>Once they hit about 10th level this stops being easily possible. At that point any reasonable party of Imperial Guard under about a company in size are going to be annhiliated. Unless you increase their level and make them the Duke and his personal guard himself, in which case they'll probably still jump straight to the kill them part.</p><p></p><p></p><p>This definitely doesn't work. I know because I tried it once, just once. They came back when they were level 25 and razed his capital, it played like a scene from Revelations. I decided not to do that again.</p><p></p><p>Ultimately the problem is you want to make magic items unique but the assumed power curve of the game regards them as necessary. I can give two recommendations, first check out Final Fantasy Zero and consider just rolling some of the assumed magical benefits into character progression. Second divorce mogical effects from magical items. Apply magical effects as you'd see for items directly to characters. On one end it reduces the level of magic items floating around for the characters to use against you and slows the arms-race effect. On the other end making the magic a direct part of the PC makes them more interesting to play for your players.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3535140, member: 39593"] Once they hit about 10th level this stops being easily possible. At that point any reasonable party of Imperial Guard under about a company in size are going to be annhiliated. Unless you increase their level and make them the Duke and his personal guard himself, in which case they'll probably still jump straight to the kill them part. This definitely doesn't work. I know because I tried it once, just once. They came back when they were level 25 and razed his capital, it played like a scene from Revelations. I decided not to do that again. Ultimately the problem is you want to make magic items unique but the assumed power curve of the game regards them as necessary. I can give two recommendations, first check out Final Fantasy Zero and consider just rolling some of the assumed magical benefits into character progression. Second divorce mogical effects from magical items. Apply magical effects as you'd see for items directly to characters. On one end it reduces the level of magic items floating around for the characters to use against you and slows the arms-race effect. On the other end making the magic a direct part of the PC makes them more interesting to play for your players. [/QUOTE]
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