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why the attraction to "low magic"?
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<blockquote data-quote="Baron Opal" data-source="post: 1697646" data-attributes="member: 10433"><p>The character found the ring. Most of the items in this campaign were either found or made. Items that are bought are usually limited to one-use or charged. Theoretically, any item was available if they could find a wizard to make it for them. At this point in the campaign, my character was one of the movers and shakers in the magical arena. Most of the middling items were either made by me or found.</p><p></p><p>As far as loot and such, our adventures consisted of goal-oriented missions or archeological digs. If there was a particular item that we were interested in that couldn't be made by the local wizard (me), we could research legends about said item. I found a record of a fallen star for my ioun stones, an ancient menhir grove for the druid, Tales of a general weilding a lightning brand, etc.</p><p></p><p>Although, one assumption that our DM carried over from RL is that at the higher levels of wealth there is a seperate luxury economy. There are a few jewelry stores in NYC where you can drop $1.2 million on a nice necklace and earring set "off the rack". If you want something specific, it can be ordered, you pay half up front, and you wait until the designer / jeweler can make it for you. These stores don't advertise and are often second floor converted apartments with plain doors. If you can afford it, you can find it. In game, these shops had select items from other royals, high clergy, and advanced adventurers. It was a small, select and expensive list. Unfortunatly, these dealers rarely had what we needed.</p><p></p><p>I think the key to the campaign, why it was so memorable and enjoyable, was that we had distinctive characters in memorable events. One of the main problems with 1e D&D (sorry, Dialgo) is that each member of a given class was the same. What made you distinctive was the items and quirks that you picked up during play. As games progressed more options became available. Now, with 3e, it is very easy to have a unique 1st level character from a mechanical standpoint. At 2nd level, even more so. Now, items no longer necesarily define the character they enhance their capabilities. However, items can and do add to the distinctiveness of a character. It's cool to have the blade Stormwatch, last wielded by General Fofannen in the Great Troll War. It's also cool to have the Staff of Tower Mist that you made yourself.</p><p></p><p>I guess where my ramblings take me is thus: with the game as it stands, I can make my character individual enough that I don't need items to define it. And, I get enough choices with advanced level that I don't need the items either. Items become sought after for their flair or prestige rather than for a needed ability boost.</p><p></p><p>Baron Opal</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 1697646, member: 10433"] The character found the ring. Most of the items in this campaign were either found or made. Items that are bought are usually limited to one-use or charged. Theoretically, any item was available if they could find a wizard to make it for them. At this point in the campaign, my character was one of the movers and shakers in the magical arena. Most of the middling items were either made by me or found. As far as loot and such, our adventures consisted of goal-oriented missions or archeological digs. If there was a particular item that we were interested in that couldn't be made by the local wizard (me), we could research legends about said item. I found a record of a fallen star for my ioun stones, an ancient menhir grove for the druid, Tales of a general weilding a lightning brand, etc. Although, one assumption that our DM carried over from RL is that at the higher levels of wealth there is a seperate luxury economy. There are a few jewelry stores in NYC where you can drop $1.2 million on a nice necklace and earring set "off the rack". If you want something specific, it can be ordered, you pay half up front, and you wait until the designer / jeweler can make it for you. These stores don't advertise and are often second floor converted apartments with plain doors. If you can afford it, you can find it. In game, these shops had select items from other royals, high clergy, and advanced adventurers. It was a small, select and expensive list. Unfortunatly, these dealers rarely had what we needed. I think the key to the campaign, why it was so memorable and enjoyable, was that we had distinctive characters in memorable events. One of the main problems with 1e D&D (sorry, Dialgo) is that each member of a given class was the same. What made you distinctive was the items and quirks that you picked up during play. As games progressed more options became available. Now, with 3e, it is very easy to have a unique 1st level character from a mechanical standpoint. At 2nd level, even more so. Now, items no longer necesarily define the character they enhance their capabilities. However, items can and do add to the distinctiveness of a character. It's cool to have the blade Stormwatch, last wielded by General Fofannen in the Great Troll War. It's also cool to have the Staff of Tower Mist that you made yourself. I guess where my ramblings take me is thus: with the game as it stands, I can make my character individual enough that I don't need items to define it. And, I get enough choices with advanced level that I don't need the items either. Items become sought after for their flair or prestige rather than for a needed ability boost. Baron Opal [/QUOTE]
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