| Subject: Re: Sounds fine to me |
Author:
Balaern
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Date Posted: 17:44:31 06/05/03 Thu
In reply to:
Youri
's message, "Sounds fine to me" on 14:19:55 06/05/03 Thu
A good portion, but by no means all, of all of the lower level magic items, potions, scrolls, charms and what not will come into the game through this way. A party with someone who is able to make these items will have a slight advantage over the party that doesn't, but there will be alternative ways of getting these items, ways which, while more dangerous perhaps, will also advance your characters a bit more. That said, I won't be allowing PCs to make significant magic items (most items with an adjustment beyond +2 adn won't be perminant), so everything else will have to be found, generally as an end of a plot of some kind.
The reason I wanted to codify this early on is so people knew that the option was going to be available, and because it might lead to some interesting conflicts over possession of certain instructional tomes, thought it would be a really cool way of adding conflict into the campaign. So, you really have a choice between loosing some xp and quickly making some relatively lower level items, or going out and finding something that, in all likelihood, will be better and actually gaining XP. I guess it's a strategic concideration more than anything.
hehe oh and this really didn't take much work. I just re-wrote some notes I've been using for such things for well over 15 years.
I'm still mulling over what kind of economy I want, but I know that you won't find too many actual magic items for sale. I made a bit of mistake with the last campaign, and gave away WAY too much stuff. In this campaign, magic will be a bit more prized and rare. That also means I have to decide how common, say, healing kits and potion components will be too.
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