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<blockquote data-quote="werk" data-source="post: 2662784" data-attributes="member: 29663"><p>While I don't use random loot rolls, this is often the case IMC. I equip enemies with appropriate gear and items to their level and abilities, then the party gets whatever is left after the battle...if they can find it. They can then use, sell, or trade those items for 'custom' items. The fact that you say the gear is mis-matched, leads me to believe that you think that gear should be matched or easy-stack in order to function properly or as intended. I don't subscibe to that line of thinking.Not a bad trade, but I rarely get specialized magic crafters, usually just scrolls, potions, or wands. If a character is willing to invest in the feats, and pay the Xp, GP, and time...go for it. If it gets out of hand, I'll start to make some components more difficult to find or cause distractions. Hmm, good question. Since the cohorts no longer eat XP, I wouldn't allow them to pay XP or GP directly, they would need to come from the leader or other source. No magic shops. Magic will often be found for sale or trade, but not with any sort of selection and never of much value. A character could find someone willing to make the custom item, but that is difficult and requires a quest or some such. I believe that unlimited access custom magic items causes overpowered characters which quickly leads to living or dying by a roll of the dice. Once you are overpowered, appropriate challenges are super easy, so the DM bumps the CR...it's a vicious cycle. I haven't had any trouble running with the guidelines I've posted, but players do periodically complain about the inability to twink out their character with ease...they then usually comment on how much fun my campaigns are because they are more challenging than their other campaigns.</p><p></p><p>.02</p></blockquote><p></p>
[QUOTE="werk, post: 2662784, member: 29663"] While I don't use random loot rolls, this is often the case IMC. I equip enemies with appropriate gear and items to their level and abilities, then the party gets whatever is left after the battle...if they can find it. They can then use, sell, or trade those items for 'custom' items. The fact that you say the gear is mis-matched, leads me to believe that you think that gear should be matched or easy-stack in order to function properly or as intended. I don't subscibe to that line of thinking.Not a bad trade, but I rarely get specialized magic crafters, usually just scrolls, potions, or wands. If a character is willing to invest in the feats, and pay the Xp, GP, and time...go for it. If it gets out of hand, I'll start to make some components more difficult to find or cause distractions. Hmm, good question. Since the cohorts no longer eat XP, I wouldn't allow them to pay XP or GP directly, they would need to come from the leader or other source. No magic shops. Magic will often be found for sale or trade, but not with any sort of selection and never of much value. A character could find someone willing to make the custom item, but that is difficult and requires a quest or some such. I believe that unlimited access custom magic items causes overpowered characters which quickly leads to living or dying by a roll of the dice. Once you are overpowered, appropriate challenges are super easy, so the DM bumps the CR...it's a vicious cycle. I haven't had any trouble running with the guidelines I've posted, but players do periodically complain about the inability to twink out their character with ease...they then usually comment on how much fun my campaigns are because they are more challenging than their other campaigns. .02 [/QUOTE]
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