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#41 |
Horus - Egyptian Sky God
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In general, I don't most allow kits in my campaigns, but a lot of players request them, so... But a lot of them are useless, anyway (i.e. the berserker kit sounds cool, but you need TEN rounds to start your rage, so - basically it is useless.)
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#42 |
Jack Burton
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I'm sure there are a few good kits, a few crummy kits with the vast majority being somewhere in between.
As a DM, I'd much rather that a player came to me with an idea for a new class than used a kit, unless the kit was exactly appropriate for the adventure. |
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#43 |
Horus - Egyptian Sky God
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As for wizards and swords - I don't think it is too much to allow that (at the least, you could let them use two proficiency slots to take a sword).
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#44 |
Jack Burton
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I'm down with mages using swords if handled properly. I just can't get on board with hobbits casting spells, or dwarves casting spells, or 99.9% of the elves casting spells. To me, it's not Middle Earth anymore, it's red box Dungeons and Dragons. Nothing wrong with it, just it's a different thing.
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#45 |
Horus - Egyptian Sky God
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Yah, I agree
![]() Magic used to be rarer in the older D&D, I think - Forgotten Realms raised everyone's levels and the frequency of magic in general (magic shops, etc.), changing the atmosphere a bit.
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#46 |
Jack Burton
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I just read an article by a DM talking about magic shops. He though that they should exist in bigger cities and magical items should cost a lot more than they do in today's computer games. He thought they should be even more than in the 1e rules.
![]() I don't know if y'all are familiar with the old AD&D news group, but it's still alive and well as a google group. A lot of the talk it about 3e+ but there are still a lot of people playing the earlier editions. And, the archive is searchable. ![]() http://groups.google.com/group/rec.g...pics?hl=en&lnk |
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#47 |
Horus - Egyptian Sky God
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Ah yes - there is sometimes some good stuff in there (but of course it is very well-hidden among the not-so-good stuff).
The general rule was (for 2e) that magic shops were a no-no, but the Forgotten Realms had lots of these (and in 1e, prices for magic items were listed, while they were taken away in 2e). I think that magic shops might be feasible, but very expensive - the worst thing is that they would probably be attacked by a majority of adventuring parties, as a magic shop is much easier to sack and loot than a dark and dangerous dungeon (plus, the loot may be better!).
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#48 |
Jack Burton
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I generally do not make magical available in shops. Mostly, b/c with the way DC works, there's an infinite number available.
I have been thinking about trying something for my mod which will be a quest with a string of who pays events for magical items (not weapons). I do remember a very early game of AD&D that I played as Manikus the Ranger. We were in a large city and were at a shop that sold magic items. There were two iron goelms on either side of the door, protective spells cast in the shop and several guards that individually could have taken our whole party out. Oh, and we couldn't even come close being able to afford the cheapest item. ![]() |
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#49 |
Horus - Egyptian Sky God
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Well - there is always an adventuring party with higher levels, not to mention wandering greedy demigods and demons
![]() Basically, in the Realms, only Elminster and the like could really have a magic shop, I think...
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#50 |
Jack Burton
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But in DC we have much tighter control over the Forgotten Realms universe.
I tend to agree with you though, except for potions and scrolls, I think there might be a few places selling those, as long as it's only a small number of lower level/weaker items like a potion of cure light wounds. I would think that low level, easily produced items might be in abundance just b/c there are so many people that can make them. |
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