Worlds of Design: When There's Too Many Magic Items

If you’ve GMed a long-standing campaign where players reached fairly high levels, you may have run into problems of too much magic, or of too many low-powered magic items (such as +1 items) in the hands of the heroes. What to do?

If you’ve GMed a long-standing campaign where players reached fairly high levels, you may have run into problems of too much magic, or of too many low-powered magic items (such as +1 items) in the hands of the heroes. What to do?


While you could simply buy up the surplus, there are other ways that don’t put lots of gold in character’s hands. These methods can be built into a game’s rules (as in Pathfinder 2 “resonance”) or they can be added by the GM.
[h=3]Limit the Supply (i.e., limit ownership)[/h] The proper game design way is to severely limit supply, as could be done in a board game. No magic item sales. Middle-earth is an example of a world with very few magic items.

But what about joint campaigns, where several people GM in the same world? New GMs, especially, will tend to give away too much “to make people happy.”

But that’s a setting thing, not rules/mechanisms. An RPG designer doesn’t control the setting, not even his or her own.

In these days where “loot drops” are the norm, where every enemy in a computer RPG has loot, it’s really hard to get players accustomed to a severe shortage of stuff to find. So limit usage, or provide ways to use up the small stuff.
[h=3]Limit Usage[/h]
  • Tuning to just three (5e D&D)
  • Resonance
  • Easy to come up with other methods
5e D&D’s tuning of magic items to characters is one of the best rules in the game, at least from a designer’s point of view.

Pathfinder 2 beta was using resonance (level plus charisma), whereby use of a magic item uses up some of your resonance for the day, until you have no more and can use no more magic until the next day. It was more complex than that, with you “investing” in items that could then be used all day. There are lots of ways to use the idea.
[h=3]Destroy Them[/h] The D&D method was fireball or LB with failed saving throw. But that was so all-or-nothing that even I didn’t like it. Moreover, the tougher characters tend to end up with even more magic items, relative to others, because they fail their save less often; that may not be desirable.

Have everything (most, anyway) wear out. This is a hassle if you have to track something like charges or uses. I assign a dice chance (or use a standard one for a type of item), and the player rolls after each use (or I do, so the player won’t know until the next time they try to use the item). When the “1" comes up, the item is done, finis, kaput (unless you allow it to be “recharged”). For example, 1 in 20 failure rate is obvious; roll a 1 on a d20, that’s it. With two dice you can make 1 in 40, 1 in 50, whatever you want. If you want armor, shields, and other passive defensive items to wear out, rolling once per combat might do.
[h=3]Burn Them Up[/h]
  • My Skyrafts
  • Furnace Helms in Spelljammer
  • Rituals?
I devised something called Skyrafts, made of segments of Skystone (of course), that could slowly fly when powered by magic items. So you could sacrifice something like a +1 sword to get X miles of travel, X being whatever a GM wishes. The more segments (carrying capacity) in the Skyraft, the more magic it consumed. Yes, this could be expensive, but if your world has become infested with +1 items, this is a way to get rid of them.

Furnace Helms in SpellJammer accomplish the same thing, but only if you’re running a Spelljammer campaign.

You could also devise powerful ritual spells that consume magic items.
[h=3]“Enforcers”[/h] These are people who seek out wimpy characters with magic items much too powerful for them, and take them away. I don’t do this, as it doesn’t make much sense to me. But it could in some contexts.

I'm sure others have devised yet more ways to limit the influence of magic items.

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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doctorbadwolf

Heretic of The Seventh Circle
In D&D long ago magic weapons really did represent qualitative shifts in the PC due to the fact that there were many monsters that couldn't be hit by non-magic weapons at all. So they were really, really valuable.
I think that can better be solved with magic items that do some minor by interesting thing, like light up when orcs are near, and use the 5e style "immune/resistent to damage from non-magical weapons" in place of "needs bonus of X or higher to deal damage to this thing".

I'm not sure I'd totally agree, though I do like legendary items that are more than just mundane. The problem is that these are almost plot devices and drive the story a lot. It's OK with Elric because he's really a one man band and the story is pretty much about him, but I think it's potentially problematic with a lot of parties to have that much dramatic real estate taken up by one PC's interaction with their sword. The trick is finding a space between really mundane grindy items (e.g., pretty much all of 4E's items) and something that's too big for the campaign.

I solved the 4e problem by using inherent bonuses, and telling players that +x doesn't exist, and your weapons and armor and such get better the longer you use them.

I think 5e does a great job of balancing minor and legendary magic items.

For my games, I find that the rich and powerful of the region/world/planes solve this problem for me, if I"m running a game where you can't just go to a shop to unload stuff you can't use/don't need/whatever.

A nice Bow of Warning is quite valuable to a scout, and so the local lord whose land is near dangerous woods might pay a solid 200-300 gold for it, if you know how to haggle a bit, because he wants to start exploring those woods and see if they can be made safe for hunting and for his vassals to forage and stuff in.

That Temperate Armor of The Aegis Rune you crafted 7 levels ago, that you'd like to get ingredients to replace with something more substantial? The one that makes you comfortable in any weather and bends the eye of enemies toward you and away from your allies? Perfect for the great captain that the king wants to reward for his bravery and loyalty with a Knighthood and a sick set of magical armor!

Once the party has a reputation for such things, a wider array of people want to do business with them, and make trades. Not always for exactly what they want, and sometimes I'll just stat up some oddball items that made sense idiosyncratically for the person who made it, and see if they bite.

If my game is meant to be genuinely low magic/rare magic items, then there just aren't enough magic items available to make any of this matter. In games where the master craftsfolk of the world work in magic items, there is an economy for them.

IMO, it's good that 5e allows for both by not prescribing either.
 

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