Magic Items and the Like in RL

Post/Author/DateTimePost
#1

komodo

Apr 18, 2004 16:08:00
Aroo...I'm about to DM my first Ravenloft campaign, in order to strike the fear of me into the hearts of my players, as well as have some fun while teaching them to roleplay properly. Anyway, lacking the Ravenloft's DM guide, I have no idea how much magic to include in my campaign. And while I'm at that, how much wealth should I give the players? In case it matters, the players come into the world as 4th level outlanders. So, they'll have a few 1000 gp worth of equipment prior to arriving.
#2

zombiegleemax

Apr 19, 2004 2:41:29
The real answer is ... depends on your tastes. Given that RL is supposed to "tilt" the balance of power towards the villiany and put PCs under some constrictions I am a proponent of RL as a lower magic world. Try an adventure or two with either no magical rewards or minor consumable (potions type) items and see how you feel.

In general, in all campaigns its easier to compensate for earleir stinginess than earlier abundance (you can always give more, its a lot harder to take away).

If the PCs are outlanders they have (by my RL standards) a trove of gear by comparison to their counterparts by level. I wouldn't nerf them and take away what they might legitimately have earned elsewhere, but they shouldn't find tons of goodies around either. It ought to be a big deal to find the right weapon or item to get the job at hand done in a RL scenario. If the job can be done.

Worse PCs who have a lot of flashy magic might come to the attention of other (higher level) NPCs who figure its a lot safer to take the PCs gear than try to raid the armory of Castle Avernus or the local chapterhouse of the Kargat.

-Eric Gorman
#3

zombiegleemax

Apr 19, 2004 4:57:15
Originally posted by Komodo
Aroo...I'm about to DM my first Ravenloft campaign, in order to strike the fear of me into the hearts of my players, as well as have some fun while teaching them to roleplay properly. Anyway, lacking the Ravenloft's DM guide, I have no idea how much magic to include in my campaign. And while I'm at that, how much wealth should I give the players? In case it matters, the players come into the world as 4th level outlanders. So, they'll have a few 1000 gp worth of equipment prior to arriving.

I seldom include any magic items in the RL campaign, they have to be grateful for what they receive. However, i when I do include items I always make them reflect how they are used. A cloak of invisibility and disguise requires the user to lie once a day, for example. Boot of expitious retreat only work when running away...

As for building 4th level characters from scratch, go for it, but only allow them 150gps worth of equipment. This will make them feel weak by comparison to other 4th level characters but will happily prepare them for a magic is very rare setting.
#4

komodo

Apr 19, 2004 13:03:25
Well, I'm not exactly planning on telling them it's a RL campaign. It'll start out like a normal campaign. I'm planning on sending them on a quest, but as they walk, there's going to be some mist, the appearance of which I won't make obvious, and they'll be in Ravenloft, caught up in the adventure I've got set up for them there.
#5

zombiegleemax

Apr 19, 2004 21:47:39
it depend on the domain where the adventure take place.

If its set in darkon give them less magic item than in a normal campaign setting but if its in mordent or any renaissance domain magical item should be avoided.

Potions, ring of protection+ and amulet of protection should not be that hard to come by because the vistani could sell them.

But a Vorpal sword +5 should never be found in ravenloft (even if your players are wandering in the burning peaks).

Magic item should be strong but not flashy they should also be dangerous.

ex: Long sword +1, +4 vs shapeshifter
Dagger +3(evil aligned magical weapon try to confuse the player and make him follow the dark path)
#6

mortavius

Apr 20, 2004 0:23:26
No matter what option you go with, you have to consider the game mechanics of 3rd edition.

There was a lot of questions like this in the beginning, due to the fact that in 2E, there was only 1/2 the normal chance of finding magic items.

However, in 3E, there are things called challenge ratings. A monster's challenge rating is balanced against what a PC is supposed to have in magic items at that level. So it's safe to say that a monster with a CR of 10 probably has some form of Damage Reduction, because it's assumed that a 10th level PC will have at least a +1 weapon of some kind. Obviously, if the PC's don't have that +1 weapon, it'll probably be much harder (perhaps even impossible) to effectively damage the creature.

When you do not give the PC's the items they should have, then you make the monster encounters harder. Now, you can compensate manually for this in a number of different ways, but it's important to remember this adjustment, lest you slaughter your players.

I remember John Mangrum (one of the authors of the Ravenloft Campaign Setting) explaining this quite some time ago.
#7

zombiegleemax

Apr 20, 2004 1:04:05
Don't most magical items attract curses in RavenLoft after awhile anyway?
#8

zombiegleemax

Apr 20, 2004 2:55:43
Originally posted by mephistopheless

But a Vorpal sword +5 should never be found in ravenloft (even if your players are wandering in the burning peaks).


I have to disagree, the horror check required after accidently beheading (critical botch) one of your comrades is a humdinger. And if you roll a fortitude save (DC 25) the head can still be conscious and blinking trying to ask "What happened?". And that leads to another check, madness...which is botched (rolls a 1) and leads to a permanent derrangement and the lead fighter always carrying a wooden dummy head (which looks like her now dead comrade) that can make independent intelligence checks and succeeds to the extent that it (the head) realises that it (the head) is a lump of wood with a hand where its neck should be and is talking due to fragment of a derranged mind torn apart by horror and guilt dissasociating itself from the main personality.

You *do* play a critical botch system dont you?

And before you say "Grimfondle, you could never plan that", all I can say is use a critical botch system and you dont have to plan it, you just have to wait.

After that they reburied the axe in the Dwarven Paladins grave and reported back to their employer (who ignored the talking wooden head as best he could) that they couldn't find the grave. He said "Perhaps that was for the best, I didnt really need the axe anyway", provoking another attempt on his life, this time by a derranged wooden head..........
#9

zombiegleemax

Apr 20, 2004 8:20:54
Here's a thought: in the Midnight setting, a large number of magical items are considered Covenant Items; that is, they gain powers based on the level of the character using them. For example, a magical sword may give a flat +1 bonus when used by a fifth level character, while it may give a +3 bonus to fifteenth level characters. Other effects are possible, of course.

Example: Covenant Sword

Level 1: Nothing special.
Level 3: Acts as silver for puposes of damage reduction.
Level 6: Acts as cold iron for puposes of damage reduction.
Level 9: Grants a +1 bonus against shapechangers.
Level 12: Acts as magic for purposes of damage reduction.
Level 15: Grants a +2 bonus against shapechangers (max).

Other covenant items may grant more powers at higher levels, and yet you don't need to worry about unbalancing a novice character who gets a hold of such items.
#10

zombiegleemax

Apr 20, 2004 12:33:49
Originally posted by Manofevil
Don't most magical items attract curses in RavenLoft after awhile anyway?

Actually, no, though crafting magic items in Ravenloft (powerful ones especially) could be somewhat risky, depending on the spells involved.

Frankly, flashy magic items are more likely to attract the wrong kind of attention-- and I don't just mean thieves.
#11

zombiegleemax

Apr 25, 2004 20:26:33
If that's the case , then I wonder how many magical items the DarkLords have collected from outlander adventurers over the years. Oi!
#12

Tintagel

May 13, 2004 21:50:14
If you are looking to do a long-term module, you really should consider making them natives rather than outlanders. It gives them the opportunity to make rich backgrounds and really get into the whole world, instead of obsessing about getting home.
#13

zombiegleemax

May 13, 2004 23:15:07
it comes down to this...magic users are rare in ravenloft...resources can be pretty rare in rl.

so rare magic items...

and cursed magic items...or ones with a twist...well where there is a will there is a way. Much of the time magic items are created w/o wizards or with wizards taking a short cut.