Community

 
Jump Menu:
Post Reply
Page 3 of 38  •  Prev 1 2 3 4 5 6 ... 38 Next
Switch to Forum Live View upset at banned books
5 years ago  ::  Mar 25, 2008 - 11:34PM #21
pmurray@bigpond.com
Date Joined: Oct 2, 2005
Posts: 236

temparus2000 wrote:

I recently banned the Magic Item Compendium from my campaign. I allowed it for several months, but as the players acquired more and more gold, and are buying more items, I find some of the items in it to be broken at various levels, from "a bit" to "severely."


No lie, bwana. In our campaign, we have agreed that ordinary shopping will be limited to core items.

Quick Reply
Cancel
5 years ago  ::  Mar 25, 2008 - 11:43PM #22
MergedLoki
Date Joined: Jan 16, 2008
Posts: 155
Just b/c a pc has the required gold to buy a given item doesn't mean its' on sale in a shop somewhere.

I mean.. (this has never happened but it's an example), if ALL the pc's in my party pooled ALL their gp together to buy say... the fighter a +5 flaming burst sword or something...
no.. not happening, it's not for sale, the local magic user doesn't have one, isn't powerful enough to MAKE you one, and doesn't know where to find one...
Problem solved.
although I have rolled randomly for treasure and had the pc's (and myself) be nicely surprised, my lil rule is if i roll for treasure i take what I get if it's extremely good (for hte pc's) fine they get 2 keep it, but there's been equal times where they kill some horrific beast.. an find.. like a potion and 2 scrolls lol.
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 12:15AM #23
wraithstrike
Date Joined: Mar 16, 2008
Posts: 2,341
Man, if you guys are limiting magic item, especially Cranewings, who rolls for items. I can't imagine your players surviving in shackled city or one of my campaigns, without serious dice fudging, which is a lot worse than selected magic items.
Angry elf what do you do when they buy their own copies of the books?
BubSutan, I never regret it, all you have to do is limit their gold, and if you don't want a magic shop perse, just remember the world has been along for a long time, and I am sure the thieves guild has a black market setup, and for a price they can obtain what the players need.
Cranewings if a player focuses on magic items you would really have to bend the rules to stop him from making what he wants or make your won rules.

To each his own, and if the players are happy/willing to accept it that is their choice.
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 12:19AM #24
MergedLoki
Date Joined: Jan 16, 2008
Posts: 155
another solution (I did this for YEARS just was a standard thing) I didn't have mageshops/magic item shops in my campaigns.
A player wanted an item? Fine, he had to find it or make it, or find someone who could make it for him.
last year or so i've added in mage shops, but they don't have everything under the sun, usually basic items (potions of curing etc.) scrolls maybe some wands and stuff b/c really if you think about it whats to stop a evil mage from walking in 'yes id like to buy that staff of power please... here's the required gp' and then use said staff to just TAKE everything else from the shop.
just my thoughts on the subject, but as the DM you have final say in whats for sale and whats not, you don't have to give in to every player demand just cuz 'me wantee magicy item ooo powerful'
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 12:55AM #25
herrdoktor
Date Joined: Jan 17, 2006
Posts: 708
man, i LOVE the MIC. have you looked at the DMG items? no, not what they do - how much the useful ones cost! the MIC offers a lot of low-price, low-power but still cool and effective magic items (admittedly, some of them are priced very, well, aggressively, but that's alright).

if you are worried, though, i would allow them only to buy things from the DMG, and would give out a lot of the things that i think are not-broken from the MIC as treasure (less 'fluid' gold, perhaps, but at least the game won't be so crazy). besides, if you take a long look at the MIC and know your players really well, you'll be able to pick things for them that they'll really like, and there won't be any problem (plus that's good for building player-dm trust)
If you can't convince them, confuse them. -Harry S Truman
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 1:19AM #26
Gentlemanic
Date Joined: Dec 24, 2006
Posts: 160
For all the strict 'no magic item DM's' out there: The players are meant to have magic items. Without them they end up weaker at high levels.

At the 'flaming sword' DM: Saying it just isn't there isn't a very good option IMO. Why don't you just tell the players, as a friend, that it's a bad idea to put all eggs in one basket? If they are anything near sensible they will understand and change plans.
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 4:59AM #27
Sildatorak
Date Joined: Sep 9, 2003
Posts: 642
For those of you who are saying "No magic shops, you have to find some one to make the items for you or who already has it," that is exactly what happens when the PCs go on a shopping trip in a city with a high enough gp limit.

On the topic of the MIC: I think it definitely has some power creep in it, in addition to the simple fact that more reasonable options=more potential power. I've found that just having patience regarding the approval process of non-core materials is a pretty good way of getting your players to quit asking about broken stuff. If you are consistent in what you deny, they will eventually get the hint.

It also helps if you occasional have a night of gladiator fights where you are bashing builds against each other rather than characters, no hold barred. That will get the desire to use stupidly broken stuff out of their systems to some extent.
Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 6:16AM #28
larry_the_titan
Date Joined: Nov 2, 2005
Posts: 423

Sildatorak wrote:

For those of you who are saying "No magic shops, you have to find some one to make the items for you or who already has it," that is exactly what happens when the PCs go on a shopping trip in a city with a high enough gp limit.


I didn't exactly mean no Magic shop but I did mean that Magic shops shouldn't have everything from every book. It would be just to much exp points sitting on the walls of the store. Exp enough for some 20th level wizard somewhere to have made it to 40th level if he hadn't made so many darn magic items. Gp limits would have nothing to do with it. Some items though wouldn't be availible at all. +6 stat items would either come as treasure or have to be made upon order. Items like humanoid bane weaponry require a trip to an evil Magic shop which wouldn't be publicly known about as would most evil magical items. Basically some items would have to be baught off the black market. Custom Items would reguire the knowledge of the location of a Skilled enough Artificer. The Artificer would also reguire more money then a standard item and several magic items to drain the energy out of to make the item twice. Meaning while I would allow a lot of stuff to be in my games, even custom items, an adventuring party would have to spend a lot of time to get the gear they wanted.

Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 6:29AM #29
McPoyo
Date Joined: Mar 8, 2005
Posts: 333

BobSutan wrote:

/thread

Seriously. It's that simple. Since when has a DM ever opened up a book and said "have at it" and not regret doing so? In my experiences 9 times out of 10 either the party has to find a mage of sufficient level to BUILD the items they seek, or decide who gets what out of the treasure they find. Only the trinkets and cheap items usually <1000gp are for sale in "magic shops" even in high fantasy/magic campaigns. Every once in a while I may throw them a bone and catch them by surprise just for fun.


I tell players to "Have at it" all the time. I've yet to have it be an issue. Then again, I also review character sheets every time someone goes on a shopping spree or levels, so I know their character's abilities and limitations. If it's not on the char sheet, or on another approved sheet of paper (sometimes they run out of space, or they prefer to rewrite it so it's easier to read on larger lines), they don't have it/can't use it. If I don't know about it, it's null and void.

Then again, my npcs also utilize items from the same books, occasionally sunder equipment, and will throw out MDJ at the higher levels if the players start doing the same thing. My players know that whatever they can do, there's an npc/group of npcs who could/can do it as well. It keeps them from running slaughterhouse style through backwoods communities killing everyone and stealing anything.

Edit: Then again, I also throw multiple separate encounters at my PCs, so their limited per-day use items have to be judiciously used, in case they need it later on more than they do at that moment.

Quick Reply
Cancel
5 years ago  ::  Mar 26, 2008 - 6:37AM #30
Blue_Harvest144
Date Joined: Mar 26, 2008
Posts: 1
The MIC is a very powerful book. You need to make sure that characters check with you on items instead of banning books. Also, if a character wants an item, make a quest out of it. That way the PC'S will know the difficulty to obtain one item and will think twice about which item they want. Banning books will only cause static between the PC'S and DM. Hope i can help.
Quick Reply
Cancel
Page 3 of 38  •  Prev 1 2 3 4 5 6 ... 38 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing