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<blockquote data-quote="Mengu" data-source="post: 5617864" data-attributes="member: 65726"><p>As player I have no problem with a game where I can't "buy" magic items as long as I can "find" what I need. So purchase of magic items can be removed from a game, I don't really care. And my old stuff I'm no longer using, I'll gladly donate to an organization that can use it, or reward it to a deserving person.</p><p></p><p>In my game, this is pretty much what I do. Initially I was converting the monetary treasure also to magic items party can use, but later, ditched tracking of magic items altogether. At any given level, I have a pretty good picture of what treasure items the PC's should have, and they have been pretty happy with my ad hoc method so far. I might give too much at some levels, and not enough at others. I upgrade weapons, armor and neck slot pretty much like inherent bonuses. So the treasure they gain at level 12 and 14 for instance is way above expected values, but during the in between levels, they may get fewer items to flesh out their feet, hand, head, waist, hand etc. slots, as well as the occasional wondrous item to help them along their adventure.</p><p></p><p>I like a more dynamic approach to treasure, giving the PC's what they need. I honestly would much prefer a system where treasure was stripped out, and made much rarer, and the current magic item system would be rolled into some sort of talent system.</p><p></p><p>Also, "no duplicates" is a bad idea in 4e. Nearly every melee character wants either Iron Armbands or Radiant Weapon, nearly every staff implement user wants Staff of Ruin, nearly every bow user wants Bracers of Archery. Not giving duplicates of these items will simply make one character better than the other.</p><p></p><p>Going into house rule territory, if you want slightly more flavor, the better way to deal with the 4 melee characters in the party wanting Iron Armbands, would be to add an extra power unique to the individual, as part of the items, something small and distinguishing. For instance, maybe the Fighter's Iron Armbands let him once per day mark all adjacent enemies as a free action, the Avenger's Iron Armbands once per day let him deal 1[W] extra damage on a hit, the Rogue's Iron Armbands let him gain combat advantage once per day, the warpriest's Iron Armbands let him maximize the healing word dice once per day.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5617864, member: 65726"] As player I have no problem with a game where I can't "buy" magic items as long as I can "find" what I need. So purchase of magic items can be removed from a game, I don't really care. And my old stuff I'm no longer using, I'll gladly donate to an organization that can use it, or reward it to a deserving person. In my game, this is pretty much what I do. Initially I was converting the monetary treasure also to magic items party can use, but later, ditched tracking of magic items altogether. At any given level, I have a pretty good picture of what treasure items the PC's should have, and they have been pretty happy with my ad hoc method so far. I might give too much at some levels, and not enough at others. I upgrade weapons, armor and neck slot pretty much like inherent bonuses. So the treasure they gain at level 12 and 14 for instance is way above expected values, but during the in between levels, they may get fewer items to flesh out their feet, hand, head, waist, hand etc. slots, as well as the occasional wondrous item to help them along their adventure. I like a more dynamic approach to treasure, giving the PC's what they need. I honestly would much prefer a system where treasure was stripped out, and made much rarer, and the current magic item system would be rolled into some sort of talent system. Also, "no duplicates" is a bad idea in 4e. Nearly every melee character wants either Iron Armbands or Radiant Weapon, nearly every staff implement user wants Staff of Ruin, nearly every bow user wants Bracers of Archery. Not giving duplicates of these items will simply make one character better than the other. Going into house rule territory, if you want slightly more flavor, the better way to deal with the 4 melee characters in the party wanting Iron Armbands, would be to add an extra power unique to the individual, as part of the items, something small and distinguishing. For instance, maybe the Fighter's Iron Armbands let him once per day mark all adjacent enemies as a free action, the Avenger's Iron Armbands once per day let him deal 1[W] extra damage on a hit, the Rogue's Iron Armbands let him gain combat advantage once per day, the warpriest's Iron Armbands let him maximize the healing word dice once per day. [/QUOTE]
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