Another Dilema

Post/Author/DateTimePost
#1

Ozmodious

Dec 23, 2011 13:14:04
So Dark Sun is set in a low magic world with metal being rare and water being precious for survival moreso than other worlds. I decided to show this by making magic items costing double if bought, metal items costing 100X their listed values. After one of the players took ritual casting I allowed him to take the ritual that allowed him to create magic items his level or lower. now as the group is about to hit level 11 some of them have 4 magic items and some have just a couple. This has not been unbalancing but still more magic than seems right for it being a Dark Sun game. I was thinking about fixing this with several options.....
1. magic items can not be bought at all... ritually created items cost double
2. decrease the amount of wealth gained during encounters which would keep magic items out of reach.
3. Since it is not effecting combats keep things as they are.

Another issue: Rituals-  are they considered outlawed? As a DM I told my group they were since arcane magic was associated with defiling.

Any opinions on any of this ?
#2

DontEatRawHagis

Dec 23, 2011 19:26:56
So Dark Sun is set in a low magic world with metal being rare and water being precious for survival moreso than other worlds. I decided to show this by making magic items costing double if bought, metal items costing 100X their listed values. After one of the players took ritual casting I allowed him to take the ritual that allowed him to create magic items his level or lower. now as the group is about to hit level 11 some of them have 4 magic items and some have just a couple. This has not been unbalancing but still more magic than seems right for it being a Dark Sun game. I was thinking about fixing this with several options.....

1. magic items can not be bought at all... ritually created items cost double


Magic Items should not be bought unless on black market. In most cases Magic items should cost more than metal items or have huge problems associated with them. Using rituals to create weapons should probably be considered defiling, not preserving, unless the preserver creates it 10x the normal duration. I remember a list of Rituals allowed was posted somewhere on the forums and this was missing on the list.


2. decrease the amount of wealth gained during encounters which would keep magic items out of reach.


If you want, but I think having magic items for sale is a problem.


3. Since it is not effecting combats keep things as they are.


This would be best solution if your players are used to it.



Another issue: Rituals-  are they considered outlawed? As a DM I told my group they were since arcane magic was associated with defiling.

Any opinions on any of this ?



Rituals that have the Arcane descriptor are considered outlawed on Athas, Divine are not accessable, however Primal and Psionic rituals are allowed. Primal components might be very rare outside of forests/oasises.
#3

dreamernaut

Feb 04, 2012 5:26:51
It was a long time ago, but if I recall in the original box set, I had the impression that the general populace of a city-state viewed all magic with suspicion and outside of sanctioned use was generally considered defilling by average joe, and illegal by the SKs.  I even had the impression that even psionics were officially heavily regulated, at least in cirtain circumstances.
#4

Ozmodious

Feb 27, 2012 14:57:37
My solution: Unless their background makes it feasable no buying rituals nor magic items, and magic items bought or created with ritual costs 2X.
I did not take away any of their magic items but informed them that if something does drop it will be specific. Meaning that the guy with 3 magic items will get something before the guy with 8 items does.

So the guys are scrambling to discard never used items and selling extras. I had each of them make me a list of items from their level and lower that they would like and put that in the drop list so as the story progresses they will actually get items they want/need instead of just selling items.

Now I just need to know what a good amount of items for level 11 characters is for Dark Sun. Right now I have 6 players: 3 have 3 items each and 1 has 9, another has 7 and the last guy has 5. I think that 3 at level 11 and 1 item every 3-4 levels would keep things in check.