Question re: magic items


Rise of the Runelords


I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience? In other words, do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks? Thanks :)

Sczarni

Ebolav wrote:
I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience? In other words, do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks? Thanks :)

I *think* that they assume the avg wealth as written in the DMG. Then again, in STAP I made it through TOD without having a single magical item (I did allow 'buffs' and potions of X to be used on me though)


Ebolav wrote:
I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience? In other words, do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks? Thanks :)

I think it is safe to say they do not. Many of the magic items that PCs would recover from the bad guys are not all that useful (tiny returning dagger, for example). In fact most of the specified treasure seems light in comparision to the SRD wealth guidelines. I think the DM is expected to add items of specific use to the party either in addition to the treasure given or through a side quest.

Also, in terms of imbalancing the game, I think it is wholly the DM's responsibility to monitor the party's acquisition of loot snd make sure that the adventure is sufficiently challenging for the group's taste.


I don't see how they could make such assumptions. The default rules of the game are that players buy magic from magic shops. The designers must presume that, in general, thats whats happening to the gold and gems the players are finding - their getting converted into magical items.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Jeremy Mac Donald wrote:
I don't see how they could make such assumptions. The default rules of the game are that players buy magic from magic shops. The designers must presume that, in general, thats whats happening to the gold and gems the players are finding - their getting converted into magical items.

The authors of the different modules also don't have the opportunity to know exactly what items were given out previously--the publication structure is such that module X+1 must be finished well before a final copy of module X is available.

SPOILERS for Pathfinders #4 and #5:

Spoiler:

The author of #5 says that a certain fog effect is meant to allow an NPC to hide and talk with the PCs unmolested. I don't think he knew that the end of #4 gives out a pair of fogcutting goggles....

Mary


JSL wrote:


Also, in terms of imbalancing the game, I think it is wholly the DM's responsibility to monitor the party's acquisition of loot snd make sure that the adventure is sufficiently challenging for the group's taste.

I asked a question, not open auditions for soapboxes-I have not DMed in 14 years, have never DMed 3.5 as a result, AND hardly have time for the analysis it would require to see if things are 'sufficiently challenging'


Ebolav wrote:
I asked a question, not open auditions for soapboxes-I have not DMed in 14 years, have never DMed 3.5 as a result, AND hardly have time for the analysis it would require to see if things are 'sufficiently challenging'

Dude, it doesn't have to be a complicated analysis.

It's just a gut check. Depending on how the PCs are doing, you can adjust things on the fly to make the fights easier or harder and the treasure richer or poorer.

Are the PCs rolling over the opposition? You can just add a few extra mooks to the next fight. Or you can change the +2 sword in the treasure to a +1 sword if you think the PCs don't need it. Maybe knock a few more charges off a wand they find. Be stingy and let the bad guys drink up all the potions before the PCs can loot them.

Scarab Sages

Ebolav wrote:
I apologize if this has been asked before, but lately I've been going through various sourcebooks of magic items, and choosing ones to sprinkle throughout the rest of ROTRL, about one per party member per book...my question is, would this imbalance the game experience?

I think you have a good plan in mind. Go for it.

If it sucks or is imbalanced you can always spring a disjuction trap on them to get rid of the items you don't like. };)


Ebolav wrote:


I asked a question, not open auditions for soapboxes-I have not DMed in 14 years, have never DMed 3.5 as a result, AND hardly have time for the analysis it would require to see if things are 'sufficiently challenging'

You said ...do the adventure writers, when determining encounter difficulties and CRs, assume the only magic items the party will have is the ones listed in previous ROTRL stat blocks?

My response was not intended as an op-ed piece; I only meant to say that no, they do not assume that. In fact if you run with only the treasure given in most of the modules, the PCs will end up with a bunch of stuff of dubious worth to them and may look to sell it. Therefore it is up to you to give out the loot necessary - either through selling what they find or through substituting more meaningful treasure - to make the adventure more fun for your gaming group.

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