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<blockquote data-quote="Mercurius" data-source="post: 6423190" data-attributes="member: 59082"><p>Hmm. I think the game assumption is more that the PCs don't <em>need</em> magic items, not that they don't have any. </p><p></p><p></p><p></p><p>Yes, good point. In other words, don't "spoil" your players.</p><p></p><p></p><p></p><p>Yes, treasure is fun, but there's such a thing as "too much of a good thing." I've learned the hard way that too much treasure--especially too many magic items--ends up working against the Tresure Is Fun Principle (TIFP), and can even lead to jadedness and ennui ("Oh, no another <em>vorpal weapon</em>, how gauche...throw it in the <em>Satchel of Infinite Holding</em> with my <em>Sword of Kas</em> and <em>Staff of the Archmagi</em>").</p><p></p><p>To the OP, while I imagine there will be guidelines in the DMG, for the time being I think it really depends upon what sort of game you want to run. High or low magic? Quick or slow advancement? Magic items scattered about in every nook and cranny or a rare find? You have to find your own balance. But again, I think the "less is more" principle is good to keep in mind. Fewer magic items makes them more special. But if you make them few and far between, you can spruce them up - give them lore, maybe even secondary powers. A <em>+2 mace</em> is rather boring, but the permanently blood-blackened weapon of the infamous Grand Inquisitor Karthul, which creates a moaning sound that causes all opponents to make a saving throw or be smitten by fear, adds some flavor to the mix.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6423190, member: 59082"] Hmm. I think the game assumption is more that the PCs don't [I]need[/I] magic items, not that they don't have any. Yes, good point. In other words, don't "spoil" your players. Yes, treasure is fun, but there's such a thing as "too much of a good thing." I've learned the hard way that too much treasure--especially too many magic items--ends up working against the Tresure Is Fun Principle (TIFP), and can even lead to jadedness and ennui ("Oh, no another [I]vorpal weapon[/I], how gauche...throw it in the [I]Satchel of Infinite Holding[/I] with my [I]Sword of Kas[/I] and [I]Staff of the Archmagi[/I]"). To the OP, while I imagine there will be guidelines in the DMG, for the time being I think it really depends upon what sort of game you want to run. High or low magic? Quick or slow advancement? Magic items scattered about in every nook and cranny or a rare find? You have to find your own balance. But again, I think the "less is more" principle is good to keep in mind. Fewer magic items makes them more special. But if you make them few and far between, you can spruce them up - give them lore, maybe even secondary powers. A [I]+2 mace[/I] is rather boring, but the permanently blood-blackened weapon of the infamous Grand Inquisitor Karthul, which creates a moaning sound that causes all opponents to make a saving throw or be smitten by fear, adds some flavor to the mix. [/QUOTE]
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