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The problem of keeping magic items scarce...
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<blockquote data-quote="Alratan" data-source="post: 3542007" data-attributes="member: 14774"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Alratan, post: 3542007, member: 14774"] 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. [/QUOTE]
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