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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="pemerton" data-source="post: 9087414" data-attributes="member: 42582"><p>That's one-third to one-half an item per lair. So even 30 lairs - which is quite a few! - is only 10 or so items as per those charts.</p><p></p><p>This is why I think the Men and NPC Adventurer magic items are quite important! They're in the neighbourhood of 1 or more items per NPC, at least at mid-levels.</p><p></p><p>This I agree with. Though I think we also have to accept that a lot of the more baroque aspects of AD&D design were eyeballed, rather than rigorously calculated and tested.</p><p></p><p>For the paladin, it's one suit of armour, one shield, 4 weapons and 4 other. Weapons might be a principal melee, a principal ranged (at least pre-UA), a dagger, and one other.</p><p></p><p>The monk's limit is two weapons and 3 other. Given that a monk can also fight unarmed, doesn't need armour or a shield, and is forbidden from using potions, this is in the same general ballpark as the paladin.</p><p></p><p>So what this suggests is that having the magic arms and armour a character needs is pretty standard. But having a stock of other items (wands, miscellaneous, consumables etc) is at the more "luxury" end, and paladins and monks aren't allowed to maintain such a stock.</p><p></p><p>At least if they are heavly weighted towards arms and armour.</p><p></p><p>The more than 10 per PC is tricky, because MUs make the calculation harder: they don't have arms or armour, which suggests fewer items per character; but are magnets for wands and scrolls, which pushes the other way.</p><p></p><p>Overall, for what it's worth, I never experienced AD&D as a low-magic-item FRPG.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9087414, member: 42582"] That's one-third to one-half an item per lair. So even 30 lairs - which is quite a few! - is only 10 or so items as per those charts. This is why I think the Men and NPC Adventurer magic items are quite important! They're in the neighbourhood of 1 or more items per NPC, at least at mid-levels. This I agree with. Though I think we also have to accept that a lot of the more baroque aspects of AD&D design were eyeballed, rather than rigorously calculated and tested. For the paladin, it's one suit of armour, one shield, 4 weapons and 4 other. Weapons might be a principal melee, a principal ranged (at least pre-UA), a dagger, and one other. The monk's limit is two weapons and 3 other. Given that a monk can also fight unarmed, doesn't need armour or a shield, and is forbidden from using potions, this is in the same general ballpark as the paladin. So what this suggests is that having the magic arms and armour a character needs is pretty standard. But having a stock of other items (wands, miscellaneous, consumables etc) is at the more "luxury" end, and paladins and monks aren't allowed to maintain such a stock. At least if they are heavly weighted towards arms and armour. The more than 10 per PC is tricky, because MUs make the calculation harder: they don't have arms or armour, which suggests fewer items per character; but are magnets for wands and scrolls, which pushes the other way. Overall, for what it's worth, I never experienced AD&D as a low-magic-item FRPG. [/QUOTE]
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