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*Dungeons & Dragons
To Many Magic Items?
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<blockquote data-quote="Lancelot" data-source="post: 6683161" data-attributes="member: 30022"><p>I have a 5th level party (five players) which has a <u>total</u> of two non-consumable items. </p><p></p><p>I also have a 10th level party which has, on average, 2 non-consumable items each. Only two of those items are magic weapons. Nobody has a +2 item or better.</p><p></p><p>So, basically, we're playing low magic. When converting old modules, I allow for the <u>possibility</u> of finding 3-4 non-consumable magic items per level. This means: take the old Dungeon module (which usually has sufficient adventure to advance the characters half a level), pick 2 items listed in the module to keep as non-consumables, and turn the rest into one of the following: </p><p></p><p>a) Non-magical art objects with a GP value, and an extra-interesting description, and maybe some researchable history.</p><p>b) Non-magical useful weapons and armor, such as platemail (worth 2,000gp!) or silver/adamantine/cold iron weapons.</p><p>c) Standard consumable magical items, such as <em>potions</em> or <em>spell scrolls</em>.</p><p>d) Non-standard consumable magical items, such as a <em>brooch of shielding</em> that only has 4 non-rechargeable uses remaining, or a <em>wand of magic missiles</em> that has a 1-in-20 chance of being permanently drained per charge used, each time it is used (so, 5-in-20 chance of drain if 5 charges are used, even if the character doesn't use the "last" charge per day).</p><p></p><p>It's also worth mentioning that my players can never purchase or make permanent items, without a level of cost and effort that makes it less appetizing than simply adventuring. Also, I never grant items based on wish lists. I've got a berserker barbarian whose only magic weapon is a <em>dagger of venom</em>. He'd <u>like</u> a magical greataxe, but instead he has to choose between using the sub-optimal magic shiv, or his ol' trusty (but non-magical) tree-whacker that he's had since 1st level.</p><p></p><p>This has been working out pretty well. The players don't miss the "magic item christmas tree", because they're still getting loot - just not of the permanent item variety. Creatures that are resistant to magical weapons are still a viable threat at 10th level characters. The world seems more "realistic" somehow, with no magic item shops and enemy NPCs not equally loaded down with phat magical loots.</p><p></p><p>...</p><p></p><p>So, on a side-note, what do they spend their gold on, if there are no magic item shops and I'm replacing all those module-specific items with art objects? Well... ships, horses, bling, servants, mercenary armies, castles, temples, bribes, components for <em>raise dead</em>, and building their own dominions. I've never heard a player ever complain they've got nothing to spend money on, even if they can't buy permanent magic items. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="Lancelot, post: 6683161, member: 30022"] I have a 5th level party (five players) which has a [U]total[/U] of two non-consumable items. I also have a 10th level party which has, on average, 2 non-consumable items each. Only two of those items are magic weapons. Nobody has a +2 item or better. So, basically, we're playing low magic. When converting old modules, I allow for the [U]possibility[/U] of finding 3-4 non-consumable magic items per level. This means: take the old Dungeon module (which usually has sufficient adventure to advance the characters half a level), pick 2 items listed in the module to keep as non-consumables, and turn the rest into one of the following: a) Non-magical art objects with a GP value, and an extra-interesting description, and maybe some researchable history. b) Non-magical useful weapons and armor, such as platemail (worth 2,000gp!) or silver/adamantine/cold iron weapons. c) Standard consumable magical items, such as [I]potions[/I] or [I]spell scrolls[/I]. d) Non-standard consumable magical items, such as a [I]brooch of shielding[/I] that only has 4 non-rechargeable uses remaining, or a [I]wand of magic missiles[/I] that has a 1-in-20 chance of being permanently drained per charge used, each time it is used (so, 5-in-20 chance of drain if 5 charges are used, even if the character doesn't use the "last" charge per day). It's also worth mentioning that my players can never purchase or make permanent items, without a level of cost and effort that makes it less appetizing than simply adventuring. Also, I never grant items based on wish lists. I've got a berserker barbarian whose only magic weapon is a [I]dagger of venom[/I]. He'd [U]like[/U] a magical greataxe, but instead he has to choose between using the sub-optimal magic shiv, or his ol' trusty (but non-magical) tree-whacker that he's had since 1st level. This has been working out pretty well. The players don't miss the "magic item christmas tree", because they're still getting loot - just not of the permanent item variety. Creatures that are resistant to magical weapons are still a viable threat at 10th level characters. The world seems more "realistic" somehow, with no magic item shops and enemy NPCs not equally loaded down with phat magical loots. ... So, on a side-note, what do they spend their gold on, if there are no magic item shops and I'm replacing all those module-specific items with art objects? Well... ships, horses, bling, servants, mercenary armies, castles, temples, bribes, components for [I]raise dead[/I], and building their own dominions. I've never heard a player ever complain they've got nothing to spend money on, even if they can't buy permanent magic items. :-) [/QUOTE]
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