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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What makes a high or low magic campaign?
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<blockquote data-quote="sinmissing" data-source="post: 2530187" data-attributes="member: 1960"><p>Amd a 6th level character with 6,000 GP worth of equipment is effectively 5th for the purpose of gauging that character's strengths against a typical module.</p><p></p><p></p><p></p><p>I think you can keep all the magic items from the DMG, and limit wealth. </p><p>You can reduce the value of many potent magic items, by limiting their uses per day, or grant them charges. Suddenly a flaming sword that you can only recharge if you soak it in the blood of a fire giant is much more flavorful, and the fighter will be that much more careful in activating it. I call these petty magic items, they can go a long way to keeping too much power out of the character's hand. A flaming sword that is "always on" almost seems like a relic in these cases.</p><p></p><p></p><p></p><p>In cases like these, you are better off letting the players give you a wish list, then carefully place those items throughout your campaign. Make sure your NPCs are stocked with one-shot or limited use items. That way, when the players find that permanent magic item, it becomes <strong>really special</strong>.</p><p></p><p>As far as buying magic items (I don't have my DMG), considering that Boots of Elvenkind cost, what? 2500gp? Based on the 50% guideline that no character should have a single item worth more than 1/2 your EQ bonus, suddenly no one below 5th level would have a pair.</p><p></p><p>Since you are drawing a little from Tolkien, take into account who makes what items. Elven items are going to be twice or three times as expensive in a human city, but in an elven vale, they might go for normal list price. Adamantite or Mithril might only be forged by dwarves, which might limit there availability and require the party to go to extreme lengths to get a fair deal on a Mithril Shirt.</p></blockquote><p></p>
[QUOTE="sinmissing, post: 2530187, member: 1960"] Amd a 6th level character with 6,000 GP worth of equipment is effectively 5th for the purpose of gauging that character's strengths against a typical module. I think you can keep all the magic items from the DMG, and limit wealth. You can reduce the value of many potent magic items, by limiting their uses per day, or grant them charges. Suddenly a flaming sword that you can only recharge if you soak it in the blood of a fire giant is much more flavorful, and the fighter will be that much more careful in activating it. I call these petty magic items, they can go a long way to keeping too much power out of the character's hand. A flaming sword that is "always on" almost seems like a relic in these cases. In cases like these, you are better off letting the players give you a wish list, then carefully place those items throughout your campaign. Make sure your NPCs are stocked with one-shot or limited use items. That way, when the players find that permanent magic item, it becomes [b]really special[/b]. As far as buying magic items (I don't have my DMG), considering that Boots of Elvenkind cost, what? 2500gp? Based on the 50% guideline that no character should have a single item worth more than 1/2 your EQ bonus, suddenly no one below 5th level would have a pair. Since you are drawing a little from Tolkien, take into account who makes what items. Elven items are going to be twice or three times as expensive in a human city, but in an elven vale, they might go for normal list price. Adamantite or Mithril might only be forged by dwarves, which might limit there availability and require the party to go to extreme lengths to get a fair deal on a Mithril Shirt. [/QUOTE]
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What makes a high or low magic campaign?
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