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<blockquote data-quote="Dausuul" data-source="post: 9657090" data-attributes="member: 58197"><p>In my last campaign, I restrained myself in the early stages. In the later stages, I went wild and things got nuts; but I didn't have to deal with it for long, because the campaign was approaching its end. Also, this coincided with a sharp increase in plane-hopping and general weirdness, and was right about the time the PCs were getting into double-digit levels, where D&D starts breaking down anyway.</p><p></p><p>Obviously, this only works if you have a campaign with a definite end point.</p><p></p><p>If I were looking for a more sustainable solution, I'd focus on ways to pull magic items out of the campaign by giving players a chance to trade them for something -- that always feels better than forcibly breaking or depowering stuff. Ideally, the "something" would be related to the plot or setting rather than personal power.</p><p></p><p>Maybe gifting magic items is a way to efficiently boost your social status, giving you the ability to influence important people? That could also be a way to drain off excess money... hmm. I may have to try this in my next campaign.</p><p></p><p>Consumables also work, but watch out for players hoarding Big Stuff for boss fights -- if the players know they're in a climactic final battle, they'll pull out all the stops and suddenly you have a vastly stronger party than you're used to, and your terrifying boss is a cakewalk.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 9657090, member: 58197"] In my last campaign, I restrained myself in the early stages. In the later stages, I went wild and things got nuts; but I didn't have to deal with it for long, because the campaign was approaching its end. Also, this coincided with a sharp increase in plane-hopping and general weirdness, and was right about the time the PCs were getting into double-digit levels, where D&D starts breaking down anyway. Obviously, this only works if you have a campaign with a definite end point. If I were looking for a more sustainable solution, I'd focus on ways to pull magic items out of the campaign by giving players a chance to trade them for something -- that always feels better than forcibly breaking or depowering stuff. Ideally, the "something" would be related to the plot or setting rather than personal power. Maybe gifting magic items is a way to efficiently boost your social status, giving you the ability to influence important people? That could also be a way to drain off excess money... hmm. I may have to try this in my next campaign. Consumables also work, but watch out for players hoarding Big Stuff for boss fights -- if the players know they're in a climactic final battle, they'll pull out all the stops and suddenly you have a vastly stronger party than you're used to, and your terrifying boss is a cakewalk. [/QUOTE]
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