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				In your campaigns, how do you distribute magical items? Frequency? Method? Reason? Number? Kind?
How frequently do you give your players access to magical items? When it's useful for an adventure? Deux ex machina for a specific encounter? Randomly?
How do you provide them? Are they normally treasure in a monster's lair? Loot from a heist? On loan for a job?
Why do you provide them? Do they serve as rewards more than as tools, or as tools more than as rewards. (The perception of which probably differs from player to player.)
How many do you provide? In one encounter, does the party get enough items to share equally, or do they tend to have to negotiate to see who gets the one or two they do find?
What kind of magic items do you provide? Weapons? Shields? Armor? Potions? Scrolls? Wands? Or something more unusual?
See also:
	
		
		
	How frequently do you give your players access to magical items? When it's useful for an adventure? Deux ex machina for a specific encounter? Randomly?
How do you provide them? Are they normally treasure in a monster's lair? Loot from a heist? On loan for a job?
Why do you provide them? Do they serve as rewards more than as tools, or as tools more than as rewards. (The perception of which probably differs from player to player.)
How many do you provide? In one encounter, does the party get enough items to share equally, or do they tend to have to negotiate to see who gets the one or two they do find?
What kind of magic items do you provide? Weapons? Shields? Armor? Potions? Scrolls? Wands? Or something more unusual?
See also:
- Brew-Masters article mirror
- RPG: Column Index
- I'm looking for ideas for additional articles. If you have ideas or questions, possibly something you're having to deal with in your own campaign, email me.
- This article suggested by FortKnox.
As I mentioned... (Score:2)
Magic is fairly common (Score:1)
Rarities (Score:2)
Most of the magical stuff we have was acquired from a temple that we, erm, looted in a hurry
subject (Score:1)
think. Most encounters I try to make up work well with mundane items,
but unique uses. When I do get around to giving items they tend to be
relatively low power items with limited uses. Even then I'll try to
find a way to consume the item before I forget that they have it since
there is nothing more frustrating for a GM to have a great story and
plot ruined by an item that over simplifies the plot.
Reminds me of a friend who ran some games
Re:subject (Score:1)
If you're able, keep copies of the character sheets, and reference them when planning adventures.
Kind of burned the game that night I guess.
Ouch. Too bad you couldn't do that to the emerald ash borer in Michigan.
A couple of possible solutions to that type of scenario:
Re:subject (Score:1)
Or dutch elm, huh? I spent the spring before getting married cutting down dead elm around my in-laws house. We are hoping whatever we plant around new house this year doesn't wind up with some tree-killer in the few years too.
Btw, you are in the GR area, do you have a group that you are actively gaming with? My wife and I are figuring around the new year we'll be looking for a gaming group again as our last group disolved about a
Re:subject (Score:1)
Yikes...I didn't realize the page looked so bad. Jay was made some changes to the tags allowed by Drupal, and apparently disabled one of the tags I was using for that page.
Re:subject (Score:1)
Re:subject (Score:1)
Hee Hee (Score:2)
I'm logical about it... (Score:2)
PCs would never leave a magic sword, armour, or wand at home, so neither do the bad guys. Once the characters get it, it's likely to be slightly used (and have blown some holes in the PCs). If they encounter an organized force, they're likely to have identical items (all not very powerful) except the leaders. The only items they find in a horde are likely to be valuable but useless like magically shiny jewelry.
One of my favourite NPCs is an Agent Q like gnome who lends various constructs and devices (non