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Modifying
Magic to Suit Your Needs
When
I began my current campaign, I was planning
things out and was reminded of an aspect of
the game that doesn't fit my personal tastes
well. It will come as no surprise that I like
magic in my game, but it was always so hard
to equip NPCs with interesting magic. They might
have a +1 weapon or something, but then their
level of suitable gear for their level, and
they can't have any more. Worse, at higher levels,
like the mid-teens, it's impossible for them
to carry around something really cool,
like a staff of power. They can never
"afford" it.*
This
makes them less interesting opponents, and it
makes the PCs' treasure list at the end of the
adventure somewhat boring as well. Who needs
a pile of +1 swords?
Further,
I've never been quite happy with the dichotomy
between the prices of magic items and mundane
things. In my campaign, for example, you can
get a masterwork dire weapon ("dire"
is a template from Monte
Cook's Arcana Unearthed). While you
need to take a special feat to use it, it's
better in many respects than a +1 magic weapon
while costing less.
So
I decided to tweak the system a bit. My solution
isn't for everyone, of course. I'm telling you
about it to show you how flexible the system
can be, not so that you'll necessarily adopt
my fix.
First,
I cut magic item prices in half across the board.
That means a simple potion of cure light
wounds (a common commodity in my campaign
city of Ptolus) costs
only 25 gp. This puts such a potion within the
reach of the middle class of the city, changing
the way people look at life, death, and injury
(on the flip side, I've done away with raise
dead in the game, so the only way to bring
someone back to life is the 7th-level resurrection
-- which, in fact, I've replaced with the Arcana
Unearthed spell raise the dead).
But I digress...
Second,
I took a look at the charts in the DMG showing
the appropriate amount of treasure for both
PCs and NPCs. By cutting magic item prices in
half, I accomplished what I wanted to do at
the mid and high levels, but I didn't want low-level
characters walking around with a lot of magic.
In fact, what I really wanted was the opposite.
Low level PCs and NPCs might have some potions
or scrolls, or perhaps other limited-use items,
but that's it. This required a further tweak.
So I altered the NPC gear chart (found on page
58 of the DMG, page 127 for v.3.5), changing
the first five levels to look like this:
| Level |
Value
of Gear |
| 1st
|
750
gp |
| 2nd |
1,250
gp |
| 3rd |
2,000
gp |
| 4th |
3,000
gp |
| 5th |
4,000
gp |
Then
I use the table as-is for levels 6+. But (making
things even more complicated), I institute the
rule of thumb that for the first five levels,
permanent items (not potions, scrolls, wands,
or other finite items) count double as far as
NPC gear goes. Effectively, this puts those
items back to their original value. So, my NPCs
aren't going to show up with magic weapons unless
they're at least 4th level. This could conceivably
cause a strange "bump" at 6th level,
making it feel as though suddenly NPC equipment
doubles. To avoid this feeling, I give NPCs
of levels 1 to 5 only limited-use items most
of the time. This smooths out the whole thing.
It also means that at 6th level, with 5,600
gp and prices halved, an NPC with a permanent-use
magic weapon could easily have a +1 flaming
sword rather than just a +1 sword.
Thus, we go right into the interesting stuff.
In
feel, the result is not a "low-magic"
game at low levels, but the PCs don't often
find themselves with a lot of redundant items
(multiple rings of protection, for example).
And at mid and high levels, there's more opportunity
for me to introduce interesting items as treasure.
Third,
and trickiest of all, I decided that I would
use almost no standard magic items from the
DMG other than the utter basics: potions, scrolls,
wands, and magic weapons and armor. They exist
in the world (well established in my previous
Ptolus campaigns), but I just don't equip any
NPCs with them. This is simply an attempt to
keep magic and treasure interesting.
Sometimes,
the items I introduce are variations on standard
items, but with a new wrinkle: perhaps an extra
power, perhaps a drawback or a limitation. For
example, the PCs found what they thought was
a cloak of resistance +1, a very common
magic item. But in fact it also had the special
property of being able to add +5 to a single
save, and then lose all power for 24 hours.
This made it more powerful, but -- more importantly
-- it made the item more interesting. Likewise,
they have a ring of protection +1, but
it can't be worn by a spellcaster, or it screws
up her spells.
Weird
stuff like that is fun because it makes the
players think of interesting uses for things.
For example, they were making plans for using
the ring as a means of capturing and subduing
a wizard -- they just couldn't figure out a
sure-fire way to make her keep the ring on,
however.
This
approach to magic items means more work for
me, but that's okay, because making up new items
is fun. And I can always fall back on stuff
from the Complete
Book of Eldritch Might, for example.
The real reason I do it, though, is the reward
I get in seeing the players deal with more interesting
treasure than the standard set of +1 items and
the same old items they've all seen in their
games for decades.
Like
so many things involving DMing, it's a lot of
work, but ultimately worth it all.
*
This of course, isn't entirely true. The standard
way of dealing with the problem is to under-equip
a number of encounters so that you can then
over-equip one. This gets tricky, however, because
you can over-equip one to the degree that the
PCs can't beat the encounter, and then end up
with only the treasure they can glean from the
under-equipped foes they've already met. Plus,
it can get monotonous designing encounter sets
the same way each time.
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