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<blockquote data-quote="Ryujin" data-source="post: 5617562" data-attributes="member: 27897"><p>Good point. They probably wouldn't be able to buy magic items, of any significant power, unless there was an equally significant "bastion of light" like a huge city.</p><p></p><p>I also understand your reluctance to have 5 of any one item, in the same party. There are times when this makes sense, as when a particular amulet indicates membership in an adventuring group, secret society, or religion, but it otherwise doesn't make sense. I shudder to think how many groups had three or more Bloodclaw weapons in them, before the errata. </p><p></p><p>In a restrictive magic campaign, there are a couple of ways that you can handle things. You could use inherent bonuses, making magic items sort of just 'the icing on the cake', so to speak. Then the properties and powers of the item become something special, helping to build the character thematically, but are not mechanically necessary.</p><p></p><p>You could run the campaign around the concept of researching famous and historic items/artifacts, whose powers are of interest to members of the party. Research it, locate it, go get it. Acquisition of the items is then a means to an end, the goal of which is building personal power and prestige, or the items are necessary in order to achieve another goal. The Battlecrazed Broadsword is the key, that opens the tomb of Jarl Gnutson, The Berserker King, revealing this treasure horde. The Safewing Amulet is a symbol of The Hawk God, letting you commune with him for the answer to The Great Riddle of Life.</p><p></p><p>Or you just give them the Create Item ritual, early on, but create a limit on what varieties of magic the world will permit to exist, at any given time. Special properties of items are pulled from the aether, only returning once the item is de-magicked or destroyed. Then you just give them Residuum in their treasure parcels, and turn them loose.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 5617562, member: 27897"] Good point. They probably wouldn't be able to buy magic items, of any significant power, unless there was an equally significant "bastion of light" like a huge city. I also understand your reluctance to have 5 of any one item, in the same party. There are times when this makes sense, as when a particular amulet indicates membership in an adventuring group, secret society, or religion, but it otherwise doesn't make sense. I shudder to think how many groups had three or more Bloodclaw weapons in them, before the errata. In a restrictive magic campaign, there are a couple of ways that you can handle things. You could use inherent bonuses, making magic items sort of just 'the icing on the cake', so to speak. Then the properties and powers of the item become something special, helping to build the character thematically, but are not mechanically necessary. You could run the campaign around the concept of researching famous and historic items/artifacts, whose powers are of interest to members of the party. Research it, locate it, go get it. Acquisition of the items is then a means to an end, the goal of which is building personal power and prestige, or the items are necessary in order to achieve another goal. The Battlecrazed Broadsword is the key, that opens the tomb of Jarl Gnutson, The Berserker King, revealing this treasure horde. The Safewing Amulet is a symbol of The Hawk God, letting you commune with him for the answer to The Great Riddle of Life. Or you just give them the Create Item ritual, early on, but create a limit on what varieties of magic the world will permit to exist, at any given time. Special properties of items are pulled from the aether, only returning once the item is de-magicked or destroyed. Then you just give them Residuum in their treasure parcels, and turn them loose. [/QUOTE]
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