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Old 01-22-2020, 08:40 AM   #31
larsdangly
 
Join Date: Dec 2017
Default Re: Magic item cleanup project

I think the rules governing creation of enchantments are much more limiting than this discussion suggests. You can imagine ways in which achievable characters can create powerful things, but the path from a 32 point wizard to those items is long, demanding and prevents that character from being and doing a lot of other things. I've never seen a player choose to do it, even though I always run low-magic-item campaigns and have played for 40 years. Have any of you seen an enchanter make an important item in real campaign play? White-room thought exercises don't count.

Anyway, the effective limit on items in your campaign, and their cost, is the GM's presentation of the game world. There is no rule that can force you to plop magic item shops in every town and fill them with powerful items made 'at cost'. If that is what is happening in your game, its on you.

And, of course, some people want exactly that, and more power to them. I don't run item-heavy campaigns, but if someone ran an adventure where everyone had several powerful items I would sit down and play. Why not? It's just a game.
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Old 01-22-2020, 09:49 AM   #32
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Magic item cleanup project

Weapon/Armor Enchantment is plausible for a starting human wizard and Lesser Magic Item Creation is just within reach for a Goblin.
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Old 01-22-2020, 11:56 AM   #33
Skarg
 
Join Date: May 2015
Default Re: Magic item cleanup project

Quote:
Originally Posted by larsdangly View Post
Have any of you seen an enchanter make an important item in real campaign play?
NPCs yes, PCs no.

However I have been thinking of running a campaign where players run wizard guild factions and start with some higher-level wizards. (Likely not going to do it, though.)


Quote:
Originally Posted by larsdangly View Post
Anyway, the effective limit on items in your campaign, and their cost, is the GM's presentation of the game world. There is no rule that can force you to plop magic item shops in every town and fill them with powerful items made 'at cost'. If that is what is happening in your game, its on you.
Yep.


Quote:
Originally Posted by larsdangly View Post
And, of course, some people want exactly that, and more power to them. I don't run item-heavy campaigns, but if someone ran an adventure where everyone had several powerful items I would sit down and play. Why not? It's just a game.
Yeah.

And I have played in, and run such games. And enjoyed them... for a while.

But playing in, and especially running such games is how I got to be so against wanting to run them that way, except in brief exercises.
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Old 01-22-2020, 12:55 PM   #34
larsdangly
 
Join Date: Dec 2017
Default Re: Magic item cleanup project

Totally agree; item-heavy adventures are great as a one-shot, but not as a campaign. This might even provide a path for playing something with the scale and riskiness of a megadungeon using TFT; i.e., if you sprinkle a ton of very powerful items inside, players can compete with each other to find the things they need to keep moving without getting murdered. This would have a flow of play not unlike lots of computer adventure games. Your character's stats, talents, etc. wouldn't matter very much in the end, and anyone who survive would be a campaign-destroying monster. But it could make for a fun evening!
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