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The problem of keeping magic items scarce...
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<blockquote data-quote="Imp" data-source="post: 3543144" data-attributes="member: 40094"><p>The rulers would probably negotiate letters of marque with the adventurers when they start getting the really big jobs and are high enough level to pose a significant threat. This might include a share of the loot in exchange for the information if the ruler isn't desperate.</p><p></p><p>Substantively:</p><p></p><p>Binding a magical item's powers to a building, area, or person is a pretty good idea, and seems like something magicians would want to do, but it gets cheesy if you do it all the time; remember old-style drow and their crumbly-with-sunlight weapons? Boy did that get old. I'd suggest providing some way to unbind or re-bind the magic item.</p><p></p><p>Consider immobile magic items. As the cultists attack, they dip their weapons in a black pool that confers them with <em>bless weapon</em> and a +2 bonus, but the black liquid is unmagical if separated from the source. The inscription of the dark god on the floor gives the unholy faithful a +2 bonus to saves. The statue of the horse allows... etc., etc.</p><p></p><p>A pretty good way to introduce a campaign's BBEG is to have him abscond with some of the players' magical loot. I'd be less excited about having thieves do it unless the PCs initiated the beef.</p><p></p><p>Echoing the idea to use limited-use magic items. Give the barbarian underlings a dose of +3 greater magic weapon oil to prepare with and they can be more on-par with the PCs without providing them extra power off their dead bodies.</p><p></p><p>You can introduce the idea that magic items (inevitably? sometimes?) just go dormant, but have a reason. Perhaps they have a lasting bond with their creator that the creator's decided to revoke. Or that the sword is sated after x number of kills in a week/month/year.</p></blockquote><p></p>
[QUOTE="Imp, post: 3543144, member: 40094"] The rulers would probably negotiate letters of marque with the adventurers when they start getting the really big jobs and are high enough level to pose a significant threat. This might include a share of the loot in exchange for the information if the ruler isn't desperate. Substantively: Binding a magical item's powers to a building, area, or person is a pretty good idea, and seems like something magicians would want to do, but it gets cheesy if you do it all the time; remember old-style drow and their crumbly-with-sunlight weapons? Boy did that get old. I'd suggest providing some way to unbind or re-bind the magic item. Consider immobile magic items. As the cultists attack, they dip their weapons in a black pool that confers them with [i]bless weapon[/i] and a +2 bonus, but the black liquid is unmagical if separated from the source. The inscription of the dark god on the floor gives the unholy faithful a +2 bonus to saves. The statue of the horse allows... etc., etc. A pretty good way to introduce a campaign's BBEG is to have him abscond with some of the players' magical loot. I'd be less excited about having thieves do it unless the PCs initiated the beef. Echoing the idea to use limited-use magic items. Give the barbarian underlings a dose of +3 greater magic weapon oil to prepare with and they can be more on-par with the PCs without providing them extra power off their dead bodies. You can introduce the idea that magic items (inevitably? sometimes?) just go dormant, but have a reason. Perhaps they have a lasting bond with their creator that the creator's decided to revoke. Or that the sword is sated after x number of kills in a week/month/year. [/QUOTE]
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