| Post/Author/DateTime | Post |
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| #1SorxoresAug 18, 2014 8:53:13 | Ok in the store where we play, we have a core group or 4 players who are there 90% of the time. Then we usually have 1 or 2 new players coming in to try to the game and then they start to play there own game with there friend and never come back to our group.
So we play the adventure and find a magical item, we determine who get it everythign goes well. Once teh core group all got there first item, all new magical item will go to one of those new player who will never come back to our table since they have no magical item, and magical item need to go to the player with the less item, unless the table agree to give it to someone else (so if the new player is a fighter, and the item that drop that night was a magic staff, then maybe the wizard could receive a second item) but to me it seem that a lot of magical item will disapear in the hand of those new player to never come back.
I know that magical item are not needed, and technically our caracter should be able to reach lvl 20 without using magical item, but IMO it still sucks that those magical item get loss, specially for the cor eplayer who will go play at Gen Con and other bigger organization, while the other hardcore player will be there with a 3-4 magical item, our hardcore player will be there with only 1 magical item since everything else got given to player who never came back in the game.
But on the other hand, if we simply say: New player cannot get magicla item, that suck for the new player, so what would be a good balance? we give the item to a core player but he have to lend it to one of the new player when they come in (but since it's just borrows it come back to the cor eplayer at the end of the game) and if thise new player ever come back and start to become core, then he could sart keeping item for himself? |
| #2shivafangAug 18, 2014 9:02:39 | One the core group hits level 5 this will no longer be an issue, as players whose characters are level 1-4 can't play at the higher teir table (A level 4 pc can spend 20 downtime days to become level 5, though.)
What this means is that the new players who show up and never come back are unlikely to 'steal' magic items from the group - as anyone who is at the 2nd teir table will have had at least 4 levels worth of adventures under their belt - safe to say they'll be sticking around. |
| #3DocSunAug 18, 2014 12:56:13 | I don't plan on giving out the certs right away. At the end of a chapter if the players are still there and have been consistantly playing I will hand out the cert that way the person who goes home at worst only has the "unofficial weapon" and I can have a permant player come across the weapon abandoned in the road if they really want it. After all the Magic items are official if they get written down on a log sheet, however they are only tradeable if you have the cert. So as long as it is on a log sheet its all good as far as I know. |
| #4Evil_MouseAug 18, 2014 12:59:28 | Question how big are normal certs? |
| #5DocSunAug 18, 2014 13:14:56 | Uhh I don't have one on me but when I opened up the box with the store I DM at and were looking at them they seem to be just bigger then your standard poast card prehaps around 5 x 8? a little more or less. |
| (Reply to #3)Solace |
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| #7PauperAug 19, 2014 11:49:43 |
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| (Reply to #7)Sorxores |
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| #9MirtekAug 20, 2014 11:21:39 |
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| #10shivafangAug 20, 2014 13:53:47 | The rules don't require the item to go to the low level player. If all players agree, the item can go to anyone. It's only when two people both want the item that you look at # of permanent magic items.
If a player has tried the game and isn't planning on coming back, they probably shouldn't be taking the items in the first place.
Like I said, this issue will likely be non-existant once you hit level 5 - as new players will be playing at a different table. |
| #11AlphastreamAug 20, 2014 14:47:07 | Rules-wise there is only one magic sword or whatever. You can't give one to a player and then also give it to another player. I would tend to lean toward social solutions, such as asking players to make sure they will return if they want the item. But, I wouldn't create more items. The player, for example, could move and go somewhere else, or play at another store. There should still be just one magic sword from that run of the adventure. |