Reebo Kesh |
My group is currently discussing play Ironfang Invasion and I was wondering should I tell them that this AP will be magic item heavy?
At least Part 1 of Book 1 has quite a lot of magical treasure including several magic wands and a lot of potions.
Do you think this would influence their class choices if they had this information?
Gratz |
My group is currently discussing play Ironfang Invasion and I was wondering should I tell them that this AP will be magic item heavy?
At least Part 1 of Book 1 has quite a lot of magical treasure including several magic wands and a lot of potions.
Do you think this would influence their class choices if they had this information?
I'd say that's a design choice made out of necessity, because the PCs probably won't get too many chances to sell and buy items in major settlements, which could heavily limit their options and they'd have to roll with what they've got.
So I would maybe even go the other way and tell the players that they might not get the stuff they want, unless they go for the magic item creation feats.
Dale McCoy Jr Jon Brazer Enterprises |
Cory Stafford 29 |
I believe it's that way on purpose because in the beginning they are supposed to face many encounters a day which is really taxing on a party that have spell casters limited to a few 1st level spells and some cantrips a day, like you do at low levels. I would just tell them that they will be fighting a running guerilla war against an invading army while protecting refugees and spending a lot of time in the wilderness. That should inform their decisions enough.
grandpoobah |
I would just highlight that there will be very few opportunities to buy, sell, or craft gear on your own.
The best kind of buy/sell/craft will be at the small level (alchemical consumables, low level potions and scrolls) and players considering crafting should lean towards Brew Potion and Scribe Scroll.
(All those NPC refugees in Book 1 & 2 can be super valuable at crafting mundane gear, like alchemicals, weapons and armor - or just fixing or re-sizing weapons and armor).
There may be lots of magic items found, but they won't necessarily be useful.
Example: If you want a magic hammer, and find seventeen magic swords - those magic swords are useless (if you cannot sell them). And even if you want a magic sword, the 4th magic sword is not useful, it's just encumbrance.