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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What is the right level of magic in your campaign setting?
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<blockquote data-quote="Ryujin" data-source="post: 6291009" data-attributes="member: 27897"><p>I'm very much along these lines. I want magic to be rare enough that when an item is found it's special, but not so rare as to make villagers run in fear should they merely encounter it. Back in the old days (1e) I came up with two ways to do this. </p><p></p><p>The first was what could be called "legacy items." A character is given something like the sword of his father, which has been passed down from generation to generation. As the character levels the weapon improves and takes on characteristics that are favourable to his chosen class. This helps to make the weapon not only something special to the campaign, but something special to the player. </p><p></p><p>The second was that I would combine the qualities of two or more items. One of the most powerful items I ever gave out, back then, was a +3 Dwarven battleaxe that also acted as a Ring of Spell Turning. I was rather surprised when the party's NPC Dwarf, who I was playing much like Gimli from the "Lord of the Rings" movies (memorable quote, "Wait for me, you cowards!"), was given the axe and immediately became the most powerful character in the party. Imagine; the comedy relief became the Lord of the Land.</p><p></p><p>Actually there was a third type; the silly item. On one occasion I put a +3 Tutu of Protection into an adventure. None of the (male) players were secure enough to use it, despite it being the most powerful item they had encountered up until then. I was hoping that one of them would use it and end up looking like Ballerinaman from "Mystery Men" (long before that movie ever came out).</p><p></p><p><a href="https://www.youtube.com/watch?v=w3Y2v0QZbjI" target="_blank">https://www.youtube.com/watch?v=w3Y2v0QZbjI</a></p></blockquote><p></p>
[QUOTE="Ryujin, post: 6291009, member: 27897"] I'm very much along these lines. I want magic to be rare enough that when an item is found it's special, but not so rare as to make villagers run in fear should they merely encounter it. Back in the old days (1e) I came up with two ways to do this. The first was what could be called "legacy items." A character is given something like the sword of his father, which has been passed down from generation to generation. As the character levels the weapon improves and takes on characteristics that are favourable to his chosen class. This helps to make the weapon not only something special to the campaign, but something special to the player. The second was that I would combine the qualities of two or more items. One of the most powerful items I ever gave out, back then, was a +3 Dwarven battleaxe that also acted as a Ring of Spell Turning. I was rather surprised when the party's NPC Dwarf, who I was playing much like Gimli from the "Lord of the Rings" movies (memorable quote, "Wait for me, you cowards!"), was given the axe and immediately became the most powerful character in the party. Imagine; the comedy relief became the Lord of the Land. Actually there was a third type; the silly item. On one occasion I put a +3 Tutu of Protection into an adventure. None of the (male) players were secure enough to use it, despite it being the most powerful item they had encountered up until then. I was hoping that one of them would use it and end up looking like Ballerinaman from "Mystery Men" (long before that movie ever came out). [url]https://www.youtube.com/watch?v=w3Y2v0QZbjI[/url] [/QUOTE]
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What is the right level of magic in your campaign setting?
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