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The problem of keeping magic items scarce...
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<blockquote data-quote="Lord Zardoz" data-source="post: 3542474" data-attributes="member: 704"><p>The best way to curb magical item bloat without making non monsterous NPC's noncompetitive is to use what amounts to cursed magical items, or at least a variant of them.</p><p></p><p>Basically, all you need to do is tie the functionality of a magic item to some common feature of the opponents who use it. The game has Bane weapons that add damage to certain foes. Why not have weapons that only work for certain users? A good example would be Orcish weapons that only feature for members who are tribe members. In the hands of a tribe member, the weapon acts as a +2 weapon. In the hands of anyone else, it acts as a -2 weapon.</p><p></p><p>As long as you do not carry this too far, and work out a way for a PC to get the gear they need in the long run, there is nothing wrong with this.</p><p></p><p>Some random ideas (feel free to replace Weapon with whatever sort of Item you wish):</p><p>- Weapons that become cursed as -X weapons unless the owner gives the weapon away for free (prevents the weapon from being sold or stolen, but does not prevent the weapon from being taken from someone who gives it up when they surrender).</p><p>- Weapons that only work in a particular geographic area</p><p>- Weapons that only work if the user worships a particular god for at least 1 hour each day.</p><p>- Weapons that inflict damage on a wrongful user (1d3 at a time) but otherwise function normally.</p><p>- Weapons that suffer 1 point of item damage for each use by a wronful user</p><p>- Weapons that must be within range of a turning effect by a cleric of a particular god in order to function, and then only function for 1 day</p><p></p><p>Imposing these features onto weapons should have the effect you seek.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3542474, member: 704"] The best way to curb magical item bloat without making non monsterous NPC's noncompetitive is to use what amounts to cursed magical items, or at least a variant of them. Basically, all you need to do is tie the functionality of a magic item to some common feature of the opponents who use it. The game has Bane weapons that add damage to certain foes. Why not have weapons that only work for certain users? A good example would be Orcish weapons that only feature for members who are tribe members. In the hands of a tribe member, the weapon acts as a +2 weapon. In the hands of anyone else, it acts as a -2 weapon. As long as you do not carry this too far, and work out a way for a PC to get the gear they need in the long run, there is nothing wrong with this. Some random ideas (feel free to replace Weapon with whatever sort of Item you wish): - Weapons that become cursed as -X weapons unless the owner gives the weapon away for free (prevents the weapon from being sold or stolen, but does not prevent the weapon from being taken from someone who gives it up when they surrender). - Weapons that only work in a particular geographic area - Weapons that only work if the user worships a particular god for at least 1 hour each day. - Weapons that inflict damage on a wrongful user (1d3 at a time) but otherwise function normally. - Weapons that suffer 1 point of item damage for each use by a wronful user - Weapons that must be within range of a turning effect by a cleric of a particular god in order to function, and then only function for 1 day Imposing these features onto weapons should have the effect you seek. END COMMUNICATION [/QUOTE]
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