Players, Magic Items, and Dark Sun.

Post/Author/DateTimePost
#1

XunValDorl_of_HouseKilsek

Sep 06, 2010 18:58:04
Our DM is thinking about running a Dark Sun campaign, and since DS is his favorite setting he is really getting into it.  Well he has already told us that magic items will be rare and we won't be getting many.  Now I am all for this because it really goes with the setting, what is the point in having magic items rare if we still get the same amount as on any other campaign world because PC's are supposedly the exception to the rule?

We know about the rule in the DMG II about giving bonuses instead of from magic items. 

How are you handling magic items in your Dark Sun games, and do you feel that this could harm characters since magic item dependency is a big thing in 4th edition?
#2

Nyarlathotep

Sep 07, 2010 0:41:17
Our DM is thinking about running a Dark Sun campaign, and since DS is his favorite setting he is really getting into it.  Well he has already told us that magic items will be rare and we won't be getting many.  Now I am all for this because it really goes with the setting, what is the point in having magic items rare if we still get the same amount as on any other campaign world because PC's are supposedly the exception to the rule?

We know about the rule in the DMG II about giving bonuses instead of from magic items. 

How are you handling magic items in your Dark Sun games, and do you feel that this could harm characters since magic item dependency is a big thing in 4th edition?



The only magic item 'dependency' built into the system is in the attack, damage and defense numbers, where the system assumes you will have certain levels of plusses.  That 'dependency'  can also be covered by the aforementioned by the aforementioned bonuses.  Freeing the DM to put in fewer magic items, even none if he's so inclined.   Don't know what more you want to know.

#3

rothe

Sep 07, 2010 2:33:20
Sure, the players lose *some* power when they don't have all the magic item slots full of items with some nifty property or ability. However, the themes add a bit of power to the hands of the PC's which should balance things out.

PC's can make do with less items for sure, since at least in paragon the default game assumptions start to favor the PC's a bit.
#4

Bill4747

Sep 07, 2010 8:45:52
I will be starting a darksun game in a few weeks, and I have thought about magioc items.
I plan to have magic items be rare; a single charcater might have a few over a great period of time, but not a dozen enchanted items after the first week of adventuring.
To 'fill the missing gap' so to speak, I plan to try a few things.
Consumable magic like potions are not as big an issue as they go away after they are used.
The potions need not be magic at all; an exotic cactus might have a pulp inside that cures, for example.
A character might learn a combat trick from an old gladiator; This could be represeted by a 'magic weapon ability' like 'quick weapon' but not a magic item at all.

I should mention that after running a 4e game for a year up to level 18; I think that characters with inherent bonuses are plenty powerful and capable. Too many magic items is total overkill. So I will likely prefer the 'feel' of the magic lighter setting.

If the players somehow go into 'magic item withdrawal' I can add items.

I have found, however, that rewarding players in creative ways gets the job done as well as a magic item can.
 
#5

Nyarlathotep

Sep 07, 2010 9:12:02
The way I see the inherent bonus system is that it frees me to find interesting items to give to my party instead of having to worry about things like "Oh shoot, the fighter needs an armor upgrade two levels ago"
#6

modern_iconoclast

Sep 07, 2010 12:03:43
I'm using the table at the end of the DSCS to real good success.

My players like it a lot (go figure why? simplicity maybe) and less trouble for me.
I've modified it a little bit to include expertise at level 5-15-25 and paragon defenses at level 11 (because this has become a common houserule from earlier campaigns).

I still place some magic items, but we decided that we'd play DS without a wish list. Let them be surprised.
I'm replacing magic items with boons and favors when required. It works really great and fits rght ino the story.

But then again, I have a party that likes a minimal dose of optimization and don't create characters based in what items they intend to use at level 30.

#7

awaken_D_M_golem

Sep 12, 2010 15:01:36
Ditching the Wishlist, in isolation from any ditching Magic items in general,
is worth as easy and simple (-1) from most of the game math.
And then you have a small pile of Magic Pixie Dust, to make a few more magic items with.
That works out to about 1 level's worth of treasure.
Altogether, you end up about 4 levels behind the Wishlist curve.
And that's only if you make exactly the Items you "need" to keep up with the game math.
From a strictly roleplaying standpoint,
it has a whole lot more decision points, needing roleplay time.

Ditching Magic items is a different ball game.
You get the semi-mandatory math bumps at the face.
So what do you do with the few leftover magic item treasure slots?
Those could be boons that last just one encounter.
Those could be boons that last until your next skill check, for any reason at all.
And who says the players have to know that they got a Boon at all ?!
Of course Boons can last 5 levels, 5 or more levels, or indefinitely ; as the books say.