VoyForums
[ Show ]
Support VoyForums
[ Shrink ]
VoyForums Announcement: Programming and providing support for this service has been a labor of love since 1997. We are one of the few services online who values our users' privacy, and have never sold your information. We have even fought hard to defend your privacy in legal cases; however, we've done it with almost no financial support -- paying out of pocket to continue providing the service. Due to the issues imposed on us by advertisers, we also stopped hosting most ads on the forums many years ago. We hope you appreciate our efforts.

Show your support by donating any amount. (Note: We are still technically a for-profit company, so your contribution is not tax-deductible.) PayPal Acct: Feedback:

Donate to VoyForums (PayPal):

Login ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 12[3] ]
Subject: Indestr. sup. acc. broadsword of vanq plz?


Author:
Youri
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: 10:14:15 04/01/02 Mon
In reply to: Lee 's message, "Poll: Magic in the campaign" on 09:03:22 04/01/02 Mon

I'd rather have -very- few magic items. Perhaps at most two in the entire campaign. In fact, I could do without magic items. However, those very few magic items that are there should be very nice and very powerful (i.e. He-Man's sword. "I've got the Powerrrrr!!!"). They should be worth a substantial amount of gold (enough to buy a castle and live there for the rest of your life) and as such the items are greatly desired and make for excellent treasure. It also allows for interesting oppertunities such as theft, trade and deciding who gets to keep the uber-item.

The items should also make sense in the campaign and game-world. I figure this part won't need more description, since you're the DM and all and probably know what's appropriate :)

The majority of the items and weapons should simply be sucky 'normal' items. Magic stuff makes characters too strong and then you either have to buff up the monsters (and thus negating the purpose of the magic item; to get stronger) or you don't buff the monsters up and everything becomes too easy to defeat.

Ofcourse, that's assuming the magic items are -weapons- and not other items. I see absolutely nothing wrong with a magic item such as a Comm. Crystal from UO, or stuff like that.

It might also be interesting to give magic items an amount of charges. For instance, we might find a Wand of Fireballs of Total Destruction, with only one charge. That will make things very interesting as well, because the characters have this REALLY powerful item but have to choose when to use it and against what. If they use it too soon they may be in trouble because they should've used it against that Dragon later on instead. If they decide to use it later they may have to sacrifice one of their friends for it.

I'd also rather see more practical magic items as opposed to magic weapons/armor. Those could be things like Teleporting items (with limitations ofcourse, don't want no Recall messing up Faalor), or perhaps something like a big flare that casts a lot of light. Like the weapons, I'd like to see these items have charges too.


I guess I'm a little extreme though. I prefer a *very* low-magic campaign.

[ Next Thread | Previous Thread | Next Message | Previous Message ]

Replies:
Subject Author Date
Re: Poll: Magic in the campaignBart11:01:41 04/01/02 Mon


[ Contact Forum Admin ]


Forum timezone: GMT-8
VF Version: 3.00b, ConfDB:
Before posting please read our privacy policy.
VoyForums(tm) is a Free Service from Voyager Info-Systems.
Copyright © 1998-2019 Voyager Info-Systems. All Rights Reserved.