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The problem of keeping magic items scarce...
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<blockquote data-quote="SiderisAnon" data-source="post: 3535571" data-attributes="member: 44949"><p>In order to control magic items in my campaign, especially at levels under 10, I work with a model of focusing on disposable magic items. Potions are one of the most common items in the game. They're relatively XP cheap, you don't need to be high level to create them, and they're useful to anyone who can drink one. They give one time bonuses, and they allow players to decide how to dole out the resources of their characters.</p><p></p><p>Scrolls are important for spellcasters, but only for ones who have enough mooks to keep the PCs away so the bad guy can cast a few spells before the PCs slaughter them. I don't generally give 20 scrolls to an NPC wizard who isn't going to last long enough to cast half his spells anyway.</p><p></p><p>I also like to use magic items that have interesting but limited uses. In a recent session, I gave the 2nd level party an enchanted +1 pike which can do 1d6 elemental damage three times per day. It's cooler than just a +1 weapon.</p><p></p><p></p><p>I also have to agree with all the posters talking about the attention a party draws when they have more concentrated magic than the rest of the kingdom combined. Leaders will want to tax them. Thieves will want to steal from them. Others may want to study them.</p><p></p><p>As for telling the local lord that they can't be taxed and delivering the message by slaughtering the guard, well that doesn't work if the party of adventurers want to keep getting paid by people. You do that once and word gets out. Contracts dry up. Nobility in other lands don't want to hire you because you're a danger. Heck, they don't even want you in their country. When that rich old wizard who needs to hire the party at the start of a module goes looking for people, it won't be to the party. No matter their alignments, they quickly go from being the shining heroes to being the bloodthirsty bad guys.</p><p></p><p>Actually, I recommend letting it happen sometime. It was great fun. The surviving party fled the continent. Two of the players are in my current campaign and they've clearly learned from past mistakes.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3535571, member: 44949"] In order to control magic items in my campaign, especially at levels under 10, I work with a model of focusing on disposable magic items. Potions are one of the most common items in the game. They're relatively XP cheap, you don't need to be high level to create them, and they're useful to anyone who can drink one. They give one time bonuses, and they allow players to decide how to dole out the resources of their characters. Scrolls are important for spellcasters, but only for ones who have enough mooks to keep the PCs away so the bad guy can cast a few spells before the PCs slaughter them. I don't generally give 20 scrolls to an NPC wizard who isn't going to last long enough to cast half his spells anyway. I also like to use magic items that have interesting but limited uses. In a recent session, I gave the 2nd level party an enchanted +1 pike which can do 1d6 elemental damage three times per day. It's cooler than just a +1 weapon. I also have to agree with all the posters talking about the attention a party draws when they have more concentrated magic than the rest of the kingdom combined. Leaders will want to tax them. Thieves will want to steal from them. Others may want to study them. As for telling the local lord that they can't be taxed and delivering the message by slaughtering the guard, well that doesn't work if the party of adventurers want to keep getting paid by people. You do that once and word gets out. Contracts dry up. Nobility in other lands don't want to hire you because you're a danger. Heck, they don't even want you in their country. When that rich old wizard who needs to hire the party at the start of a module goes looking for people, it won't be to the party. No matter their alignments, they quickly go from being the shining heroes to being the bloodthirsty bad guys. Actually, I recommend letting it happen sometime. It was great fun. The surviving party fled the continent. Two of the players are in my current campaign and they've clearly learned from past mistakes. [/QUOTE]
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