I'll hand out mebbe one per session.
How about you?
I will hand out no more than two Rings of Three Wishes per session.Rhuvein wrote:So . . I'm fairly liberal with handing out magic items to 1st level characters, but I try to limit some stuff like the Ring of Three Wishes.
I'll hand out mebbe one per session.
How about you?
Arduin wrote:I will hand out no more than two Rings of Three Wishes per session.Rhuvein wrote:So . . I'm fairly liberal with handing out magic items to 1st level characters, but I try to limit some stuff like the Ring of Three Wishes.
I'll hand out mebbe one per session.
How about you?
I don't either. Also, I only award XP for magic items if they capture the item and it was used against them in the encounter...Rhuvein wrote:Oh, and I don't award XP for GP ~ otherwise the game will really get out of control!
It's been that way since 1st Ed D&D. I don't remember that changing. But, I didn't play 4E D&D so maybe I missed a new trend...ssfsx17 wrote:Talking your way past monsters, or figuring out how to go around them, will have the same rewards as killing them.
I have to agree, I have always given out XP for "resolving the encounter" not just for "killing the encounter". And on a side note, I stopped handing out XP for magic and gold not long after starting to play.Arduin wrote:It's been that way since 1st Ed D&D. I don't remember that changing. But, I didn't play 4E D&D so maybe I missed a new trend...ssfsx17 wrote:Talking your way past monsters, or figuring out how to go around them, will have the same rewards as killing them.
Yep, along with Peter Max art!maximus wrote:Seriously guys? Rings of Three Wishes went out of style with ankle bracelets...
I agree 100% with this thought for most magic items. History, names, unusual features all can give a magic item a level of fun way beyond "a +1 Long Sword". I will put even more effort for players who play along and seem to enjoy that level of detail.Lurker wrote: ... I always preferred the magic items to mean something other than just a random result on some table.
I have to temper that desire when I look at how many +1 sword my players have made over the years that had very little in the way of interesting history. Same with other low level items. I save history (of the type a bard 1,000 years later would know) for major items.Daniel wrote:I agree 100% with this thought for most magic items. History, names, unusual features all can give a magic item a level of fun way beyond "a +1 Long Sword".Lurker wrote: ... I always preferred the magic items to mean something other than just a random result on some table.
Good point. Everything in moderation and at the level that makes sense.Arduin wrote: I have to temper that desire when I look at how many +1 sword my players have made over the years that had very little in the way of interesting history. Same with other low level items. I save history (of the type a bard 1,000 years later would know) for major items.