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	<title>Comments on: Christmas Morning on the Battlefield</title>
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	<description>The Game Mastering Blog</description>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Saturday Six: 2009-11-14</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8072</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Saturday Six: 2009-11-14</dc:creator>
		<pubDate>Sat, 14 Nov 2009 22:57:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8072</guid>
		<description>[...] Christmas Morning on the Battlefield Treasure. Who doesn&#8217;t like it? I know I love it. With each monster I kill, it&#8217;s like Christmas morning when you get to open presents. You never really know what you&#8217;re going to get. For Scott&#8217;s take on the matter, go check out his lengthy post. I can&#8217;t do it justice by summarizing it here. [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8072&#039;,&#039;Ravenous Role Playing &raquo; Blog Archive &raquo; Saturday Six: 2009-11-14&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Christmas Morning on the Battlefield Treasure. Who doesn&#8217;t like it? I know I love it. With each monster I kill, it&#8217;s like Christmas morning when you get to open presents. You never really know what you&#8217;re going to get. For Scott&#8217;s take on the matter, go check out his lengthy post. I can&#8217;t do it justice by summarizing it here. [...]
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8033</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 10 Nov 2009 23:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8033</guid>
		<description>Nice article Scott.

I&#039;ve often found the idea of a magic shop in D&amp;D to be kind of silly. For one, I don&#039;t see a wise lord allowing such easy access to magical trinkets within his realm. And second, someone that is powerful enough to create magic items or horde them is likely to be on the lord&#039;s staff or be the lord themself.

While I at first scoffed at the idea of a magic wish list given by the players, having long experienced that as a GM-only area, it does seem to make items more level appropriate and useful to the party. And just because it appears on a wish list, doesn&#039;t mean that the players are guaranteed to get it.

One thing I might add, however, is that it seems more logical to insert the magic items into the hands of the opposition when the encounter is created (perhaps most GMs are doing this). To find a magical sword after the encounter is over, and not have seen an intelligent opponent using it against the PCs, just seems rather lame to me. Non-intelligent creatures are another matter entirely.

Either way, I&#039;ve been told I&#039;m a little stingy with the awarding of magic items. Perhaps a wish list will lower my worry of handing out the wrong thing and unbalancing a campaign. That&#039;s probably why I&#039;ve been more stingy about the magic items in the past. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8033&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice article Scott.</p>
<p>I&#8217;ve often found the idea of a magic shop in D&amp;D to be kind of silly. For one, I don&#8217;t see a wise lord allowing such easy access to magical trinkets within his realm. And second, someone that is powerful enough to create magic items or horde them is likely to be on the lord&#8217;s staff or be the lord themself.</p>
<p>While I at first scoffed at the idea of a magic wish list given by the players, having long experienced that as a GM-only area, it does seem to make items more level appropriate and useful to the party. And just because it appears on a wish list, doesn&#8217;t mean that the players are guaranteed to get it.</p>
<p>One thing I might add, however, is that it seems more logical to insert the magic items into the hands of the opposition when the encounter is created (perhaps most GMs are doing this). To find a magical sword after the encounter is over, and not have seen an intelligent opponent using it against the PCs, just seems rather lame to me. Non-intelligent creatures are another matter entirely.</p>
<p>Either way, I&#8217;ve been told I&#8217;m a little stingy with the awarding of magic items. Perhaps a wish list will lower my worry of handing out the wrong thing and unbalancing a campaign. That&#8217;s probably why I&#8217;ve been more stingy about the magic items in the past. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8029</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 10 Nov 2009 17:33:49 +0000</pubDate>
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		<description>The Chatty DM takes a swing at treasure in 4e in &lt;a href=&quot;http://chattydm.net/2009/11/09/turning-dd-4es-economy-on-its-head/&quot; rel=&quot;nofollow&quot;&gt;Turning D&amp;D 4e&#039;s Economy on its Head&lt;/a&gt;. 

It&#039;s a different take, embracing a &quot;wish fulfilled&quot; instead of &quot;wish list&quot; at its core. He takes advantage of moving treasure out of the GM&#039;s hands to take another swing at wealth.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8029&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The Chatty DM takes a swing at treasure in 4e in <a href="http://chattydm.net/2009/11/09/turning-dd-4es-economy-on-its-head/" rel="nofollow">Turning D&amp;D 4e&#8217;s Economy on its Head</a>. </p>
<p>It&#8217;s a different take, embracing a &#8220;wish fulfilled&#8221; instead of &#8220;wish list&#8221; at its core. He takes advantage of moving treasure out of the GM&#8217;s hands to take another swing at wealth.
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8019</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Tue, 10 Nov 2009 05:49:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8019</guid>
		<description>Don&#039;t forget the big treasure in Vampire: Diablerie. The most abused treasure mechanic, ever.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8019&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Don&#8217;t forget the big treasure in Vampire: Diablerie. The most abused treasure mechanic, ever.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8017</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Mon, 09 Nov 2009 18:04:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8017</guid>
		<description>I&#039;m taking a different tack in my current Savage Worlds campaign.

Key items grow in power, just as the player characters do.  I refer to the process as &lt;i&gt;&quot;Awesomosis&quot;&lt;/i&gt;: Over time, the character&#039;s awesomeness rubs off on the item.  So a character&#039;s regular mithril chainmail may develop a +1 Parry or Toughness modifier.

There are no specific mechanics other than listening to the players and occasionally asking them what they&#039;d like.  It also helps that most other magic items in the game are expendable (potions, scrolls, etc).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8017&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m taking a different tack in my current Savage Worlds campaign.</p>
<p>Key items grow in power, just as the player characters do.  I refer to the process as <i>&#8220;Awesomosis&#8221;</i>: Over time, the character&#8217;s awesomeness rubs off on the item.  So a character&#8217;s regular mithril chainmail may develop a +1 Parry or Toughness modifier.</p>
<p>There are no specific mechanics other than listening to the players and occasionally asking them what they&#8217;d like.  It also helps that most other magic items in the game are expendable (potions, scrolls, etc).
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8016</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 09 Nov 2009 17:46:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8016</guid>
		<description>&lt;a href=&#039;#comment-8014&#039; rel=&quot;nofollow&quot;&gt;@XonImmortal&lt;/a&gt; - Charms sound like they make sense as a good transference justification-- interesting that you and Lychess (and I) all felt it was necessary.

The wish list idea, to be a little more specific, is to pick out specific items appropriate to your level as defined in the Magic Item Compendium (or PH for 4e). So it&#039;s not &quot;invent anything you want&quot;, it&#039;s &quot;pick an appropriate item from the list that excites you&quot;. Does that make it sound more reasonable?

&lt;a href=&#039;#comment-8015&#039; rel=&quot;nofollow&quot;&gt;@Lychess&lt;/a&gt; - Unusual items are tricky-- they don&#039;t make sense in most hordes. Your &quot;charm&quot; idea looks like a nice work around to the problem.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8016&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8014' rel="nofollow">@XonImmortal</a> &#8211; Charms sound like they make sense as a good transference justification&#8211; interesting that you and Lychess (and I) all felt it was necessary.</p>
<p>The wish list idea, to be a little more specific, is to pick out specific items appropriate to your level as defined in the Magic Item Compendium (or PH for 4e). So it&#8217;s not &#8220;invent anything you want&#8221;, it&#8217;s &#8220;pick an appropriate item from the list that excites you&#8221;. Does that make it sound more reasonable?</p>
<p><a href='#comment-8015' rel="nofollow">@Lychess</a> &#8211; Unusual items are tricky&#8211; they don&#8217;t make sense in most hordes. Your &#8220;charm&#8221; idea looks like a nice work around to the problem.
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		<title>By: Lychess</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8015</link>
		<dc:creator>Lychess</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:40:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5262#comment-8015</guid>
		<description>&lt;a href=&#039;#comment-8014&#039; rel=&quot;nofollow&quot;&gt;@XonImmortal&lt;/a&gt; - I&#039;ve used a similar system in 3.5, but I&#039;m not DMing at the moment.  I called my slots charms and even allowed characters to have charm bracelets.  Suddenly the 8th level party was fighting over every +1 hunk-of-junk I handed out.  It was beautiful.

Instead of random failure chances though, I assigned a skill DC for charm removal and attachment.  Crafting skills and local artisans took on new meaning.

This is a must-use idea.  My current 12th level is still swinging a +1 weapon, because I can&#039;t find a freaking Guisarm!  Argh!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8015&#039;,&#039;Lychess&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8014' rel="nofollow">@XonImmortal</a> &#8211; I&#8217;ve used a similar system in 3.5, but I&#8217;m not DMing at the moment.  I called my slots charms and even allowed characters to have charm bracelets.  Suddenly the 8th level party was fighting over every +1 hunk-of-junk I handed out.  It was beautiful.</p>
<p>Instead of random failure chances though, I assigned a skill DC for charm removal and attachment.  Crafting skills and local artisans took on new meaning.</p>
<p>This is a must-use idea.  My current 12th level is still swinging a +1 weapon, because I can&#8217;t find a freaking Guisarm!  Argh!
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		<title>By: XonImmortal</title>
		<link>http://www.gnomestew.com/gming-advice/christmas-morning-on-the-battlefield/comment-page-1#comment-8014</link>
		<dc:creator>XonImmortal</dc:creator>
		<pubDate>Mon, 09 Nov 2009 14:53:57 +0000</pubDate>
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		<description>It takes a bit more preparation, but I&#039;ve found that &quot;slotted&quot; items are great for transferring ability to a more appropriate item.  Weapons, armor, and other items have slots or settings that a gem or rune can be fitted into. With a percentile chance that the gem or rune is ruined by transferring, things are a little more random, and players are faced with choices (due to a limited number of slots).

I don&#039;t trust players to make up a wish list, sorry.  I&#039;ve seen too many players trying to dream up new items, like the +20 vorpal sunsword axe of frost power drain and spell storing.  With a good character questionaire regarding where they want to take the character in the future, a GM can easily place in the character&#039;s path something unique, with a twist or two, that complements the character in a way the player does not expect.

I once gave a monk character an &quot;unknown&quot; magic staff. The first time he used it to pull a team mate from a quick-sand bog, and the other character was healed of 3D8 hit points as a result, the look on the players&#039; faces was priceless.

I&#039;ve also created a number of items designed to take a character out of the game, in case of desertions or lousy team work (I&#039;m a bad bad boy).  One cleric took off to parts unknown to search for a rumored holy item, a bard became obsessed with a &quot;perfect&quot; song score, and a fighter was left in the middle of a field to fight imaginary enemies.

Your mileage may vary.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8014&#039;,&#039;XonImmortal&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It takes a bit more preparation, but I&#8217;ve found that &#8220;slotted&#8221; items are great for transferring ability to a more appropriate item.  Weapons, armor, and other items have slots or settings that a gem or rune can be fitted into. With a percentile chance that the gem or rune is ruined by transferring, things are a little more random, and players are faced with choices (due to a limited number of slots).</p>
<p>I don&#8217;t trust players to make up a wish list, sorry.  I&#8217;ve seen too many players trying to dream up new items, like the +20 vorpal sunsword axe of frost power drain and spell storing.  With a good character questionaire regarding where they want to take the character in the future, a GM can easily place in the character&#8217;s path something unique, with a twist or two, that complements the character in a way the player does not expect.</p>
<p>I once gave a monk character an &#8220;unknown&#8221; magic staff. The first time he used it to pull a team mate from a quick-sand bog, and the other character was healed of 3D8 hit points as a result, the look on the players&#8217; faces was priceless.</p>
<p>I&#8217;ve also created a number of items designed to take a character out of the game, in case of desertions or lousy team work (I&#8217;m a bad bad boy).  One cleric took off to parts unknown to search for a rumored holy item, a bard became obsessed with a &#8220;perfect&#8221; song score, and a fighter was left in the middle of a field to fight imaginary enemies.</p>
<p>Your mileage may vary.
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