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Old 12-05-2020, 04:43 AM   #11
hcobb
 
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Default Re: 5 Magical Item Rule

"You've been hit by a cursed arrowhead, but fortunately you already had five active magical items."
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Old 12-05-2020, 06:03 AM   #12
tomc
 
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Default Re: 5 Magical Item Rule

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Originally Posted by hcobb View Post
"You've been hit by a cursed arrowhead, but fortunately you already had five active magical items."
That's why the arrow hit you in the first place! The GM ruled that the cursed arrowhead negated your reverse missiles ring. :)
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Old 12-06-2020, 05:42 AM   #13
David Bofinger
 
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Default Re: 5 Magical Item Rule

I think replacing five with e.g. two can be a useful mechanism, as part of making the game low magic.
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Old 12-06-2020, 07:09 AM   #14
Kieddicus
 
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Default Re: 5 Magical Item Rule

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I think replacing five with e.g. two can be a useful mechanism, as part of making the game low magic.
I'd probably do this as well honestly. Make magical misfiring happen at 3 items.
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Old 12-06-2020, 07:57 AM   #15
hcobb
 
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Default Re: 5 Magical Item Rule

So no magic sword, shield and armor?
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Old 12-07-2020, 12:07 AM   #16
David Bofinger
 
Join Date: Jan 2018
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Default Re: 5 Magical Item Rule

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Originally Posted by hcobb View Post
So no magic sword, shield and armor?
To clarify: I'm not saying every campaign or even the default campaign should be like this. I'm just saying that if you want low magic, as some do, then this would be one mechanism to use.
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Old 12-07-2020, 02:04 AM   #17
Steve Plambeck
 
Join Date: Jun 2019
Default Re: 5 Magical Item Rule

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So no magic sword, shield and armor?
That might be a shame. Then perhaps a Rule of Five "light", where the GM limits a figure to 5 items of one spell each, one item of 5 spells, or any combination of items and spells where the enchantments total 5 or less.

Or as a one-off exception to any rule, one set of arms (perhaps the former property of a god) where every part has a special power or property.
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Old 12-07-2020, 01:03 PM   #18
Skarg
 
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Default Re: 5 Magical Item Rule

Our original group added magic item breakdown house rules, not based on the number of magic items in use (because we had seen how even one item of some types in the right/wrong hands could be very game-bending), but based on how long the item had been used.

That adds a reason not to just always use your magic, so magic doesn't become "just a part of my character".

And it returns some vulnerability to those characters whose magic items otherwise may tend to make them nearly invulnerable, which gets back some of the early-game tension and uncertainty that we found was lost when there were too many magic items in play.

An easier way to get a somewhat similar effect can be to just have all magic items have a ST cost to activate and maintain.
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Old 12-07-2020, 02:48 PM   #19
Kieddicus
 
Join Date: Oct 2020
Default Re: 5 Magical Item Rule

Love the magic wear & tear idea Skarg! I'll have to look at putting that into a game sometime.
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Old 12-07-2020, 03:42 PM   #20
hcobb
 
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Default Re: 5 Magical Item Rule

Magic armor wears out after 20* hits.

Magic weapons will roll an 18 someday.

But Stone Flesh rings are forever subject to lighting bolts.
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