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Worlds of Design: When There's Too Many Magic Items
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7767981" data-attributes="member: 6873517"><p>There are ways to make resonance type ideas work. For instance, items of a certain power level may well not play nice with each other. In my 2E to houserules game, I more or less posited that a character can only bear one item of legendary status---<em>Rod of Law</em>, <em>Hammer of Thunderbolts</em>, just to name two in the game---without serious consequences. That much fate encapsulated in an item in the hands of one person, or in one place, is dangerous. I've more or less embraced a magic item economy for lower end stuff, but there's really only so much of it worth buying and supply is uncertain. This campaign is pretty cosmic in scope, though, and the PCs are leading a group that sucks up resources pretty nicely.</p><p></p><p>Thinking through a 5E lens but it generalizes reasonably well, of the best cures for grindy magic items IMO is to make most items handed out consumable or things that augment a PC without qualitatively shifting their abilities. For instance, an item I devised is nifty but limited in scope. Currently one PC has the <em>Lesser Belt</em>. It's a cool item, but by no means is it overwhelming.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7767981, member: 6873517"] There are ways to make resonance type ideas work. For instance, items of a certain power level may well not play nice with each other. In my 2E to houserules game, I more or less posited that a character can only bear one item of legendary status---[I]Rod of Law[/I], [I]Hammer of Thunderbolts[/I], just to name two in the game---without serious consequences. That much fate encapsulated in an item in the hands of one person, or in one place, is dangerous. I've more or less embraced a magic item economy for lower end stuff, but there's really only so much of it worth buying and supply is uncertain. This campaign is pretty cosmic in scope, though, and the PCs are leading a group that sucks up resources pretty nicely. Thinking through a 5E lens but it generalizes reasonably well, of the best cures for grindy magic items IMO is to make most items handed out consumable or things that augment a PC without qualitatively shifting their abilities. For instance, an item I devised is nifty but limited in scope. Currently one PC has the [I]Lesser Belt[/I]. It's a cool item, but by no means is it overwhelming. [/QUOTE]
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