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Where Has All the Magic Gone?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4811592" data-attributes="member: 5143"><p>I had the same experience with my combo 1e/2e game. The reason for it was simple, the average dungeon crawl for us went like this:</p><p></p><p>Room 1: 4 +1 Longswords</p><p>Room 2: 2 +1 suits of Leather, 2 +1 Daggers</p><p>Room 3: 2 +1 Rings of Protection and a Wand of Fireball</p><p>Room 4: Strange Pink Rhomboid Stone</p><p>Room 5: A Mug that seems to give us infinite grog</p><p>Room 6: +2 Chainmail, Elven Boots</p><p></p><p>Then at the end, we'd roll to see who got first pick of the treasure. The magic weapons, armors, and rings would go first unless the character in question already had a magic weapon and armor that was equal or better than the ones we found(We had one group who would toss away +4 longswords because we ALL had +5 already at level 12). Only after they were all chosen would the "novelty" items get chosen. That is, the ones that didn't give us a direct and clear advantage in battle or sneaking past a battle.</p><p></p><p>We all had read the books, we knew what an Apparatus of Kwalish was. If we came across one it was likely half the group would be unwilling to touch it due to the large chance that we got ourselves killed by pulling random levers. Of course, there was always the one joker in our group who would do it anyways and end up getting himself killed...and think it was hilarious.</p><p></p><p>But we were old school players. We didn't find any mystery in magic items...just usefulness or danger. Either you didn't know what an item did, which meant you would likely blow yourself up along with your entire party by pointing a wand of fireballs at the ground in front of you and saying the command word OR you knew exactly what it was in which case you used it only when it was clearly useful with no danger to your party. So no one used any item that wasn't yet identified or random.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4811592, member: 5143"] I had the same experience with my combo 1e/2e game. The reason for it was simple, the average dungeon crawl for us went like this: Room 1: 4 +1 Longswords Room 2: 2 +1 suits of Leather, 2 +1 Daggers Room 3: 2 +1 Rings of Protection and a Wand of Fireball Room 4: Strange Pink Rhomboid Stone Room 5: A Mug that seems to give us infinite grog Room 6: +2 Chainmail, Elven Boots Then at the end, we'd roll to see who got first pick of the treasure. The magic weapons, armors, and rings would go first unless the character in question already had a magic weapon and armor that was equal or better than the ones we found(We had one group who would toss away +4 longswords because we ALL had +5 already at level 12). Only after they were all chosen would the "novelty" items get chosen. That is, the ones that didn't give us a direct and clear advantage in battle or sneaking past a battle. We all had read the books, we knew what an Apparatus of Kwalish was. If we came across one it was likely half the group would be unwilling to touch it due to the large chance that we got ourselves killed by pulling random levers. Of course, there was always the one joker in our group who would do it anyways and end up getting himself killed...and think it was hilarious. But we were old school players. We didn't find any mystery in magic items...just usefulness or danger. Either you didn't know what an item did, which meant you would likely blow yourself up along with your entire party by pointing a wand of fireballs at the ground in front of you and saying the command word OR you knew exactly what it was in which case you used it only when it was clearly useful with no danger to your party. So no one used any item that wasn't yet identified or random. [/QUOTE]
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