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<blockquote data-quote="doctorbadwolf" data-source="post: 7052108" data-attributes="member: 6704184"><p>That works too, if you are looking to keep some of that "even low level magic is rare" flavor. For me, part of the point of Eberron is to escape most of that, so I wouldn't really go that way, but there certainly are some things you'd want/have to talk to a fence or black market arms dealer for. Like wands to do stuff like causing disease, or otherwise risk harming people other than their immediate target. And higher level stuff just isn't available in a shop, while mid level stuff is only available via exclusive venders/brokers, or by commission, crafting, theft, or liberation from fallen enemies who tried to kill ya with the thing you're taking as your own. </p><p></p><p>That last part is an important balancing factor, and a missed opportunity in every edition. Why am I taking the +2 Thing of Stuff from a chest, instead of the cold, dead hands of the ogre warrior who tried to kill me with it, to keep me from stealing his other treasure? </p><p></p><p>4e helped me run this way by giving me Inherent Bonuses, so that PCs didn't need magic items to have the right numbers for the system math, but it gave me no guidance on what effect magic items in the hands of enemies had on encounter difficulty, level, or XP value/budget. Even worse in 5e, none of that is really all that consistent to begin with, so it's all pure guesswork once the Yuan-ti cultist has a Poisonous Spear of Returning, and a Ring of Regeneration. (I make my own magic items a lot in 5e because there are so few of them. )</p><p></p><p>That's another thing I'd wish for, for dnd 5e. An Adventurer's Vault style book, but with a whole chapter on dealing with the consequences of giving enemies and NPCs magic items.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7052108, member: 6704184"] That works too, if you are looking to keep some of that "even low level magic is rare" flavor. For me, part of the point of Eberron is to escape most of that, so I wouldn't really go that way, but there certainly are some things you'd want/have to talk to a fence or black market arms dealer for. Like wands to do stuff like causing disease, or otherwise risk harming people other than their immediate target. And higher level stuff just isn't available in a shop, while mid level stuff is only available via exclusive venders/brokers, or by commission, crafting, theft, or liberation from fallen enemies who tried to kill ya with the thing you're taking as your own. That last part is an important balancing factor, and a missed opportunity in every edition. Why am I taking the +2 Thing of Stuff from a chest, instead of the cold, dead hands of the ogre warrior who tried to kill me with it, to keep me from stealing his other treasure? 4e helped me run this way by giving me Inherent Bonuses, so that PCs didn't need magic items to have the right numbers for the system math, but it gave me no guidance on what effect magic items in the hands of enemies had on encounter difficulty, level, or XP value/budget. Even worse in 5e, none of that is really all that consistent to begin with, so it's all pure guesswork once the Yuan-ti cultist has a Poisonous Spear of Returning, and a Ring of Regeneration. (I make my own magic items a lot in 5e because there are so few of them. ) That's another thing I'd wish for, for dnd 5e. An Adventurer's Vault style book, but with a whole chapter on dealing with the consequences of giving enemies and NPCs magic items. [/QUOTE]
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