Magic Items for Pregens

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T1Hound
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Magic Items for Pregens

Post by T1Hound »

Is there anything in he CKG, PHB or M&T to determine how much magic a party should have?

If so, where?

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T1Hound
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Re: Magic Items for Pregens

Post by T1Hound »

Or any house rules would be helpful.

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Re: Magic Items for Pregens

Post by Treebore »

T1Hound wrote:Or any house rules would be helpful.

I still use the guidelines given in the 1E DMG.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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serleran
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Re: Magic Items for Pregens

Post by serleran »

I do something like...


10% per level any class with armor can have magical armor.

Same for weapon

50% to have 1d4+level miscellaneous items (most of which are potions and scrolls), but only after level 5; it is otherwise 5% per level.

I use my own charts for level appropriate magic, suiting my style of play, which also includes properties not found in C&C.

It's similar to AD&D but modified.

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T1Hound
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Re: Magic Items for Pregens

Post by T1Hound »

Thanks - I'll see how it goes. Interesting ideas.

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Captain_K
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Re: Magic Items for Pregens

Post by Captain_K »

I'm like scrooge with his money.. not many. I like flavor and unique items over simple buffing items. But they really should have some.. its in the fantasy setting.
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Re: Magic Items for Pregens

Post by alcyone »

I often look at pre-gens for other modules as a guideline.
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Kayolan
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Re: Magic Items for Pregens

Post by Kayolan »

There's also a nice article in Footprints #4, "Magic Items in their Proper Place" (by Mike Stewart) that I find pretty useful as a guide. It's written with Advanced D&D in mind but it's good for C&C too:

https://www.dragonsfoot.org/php4/archiv ... fileid=155

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Lurker
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Re: Magic Items for Pregens

Post by Lurker »

Captain_K wrote:I'm like scrooge with his money.. not many. I like flavor and unique items over simple buffing items. But they really should have some.. its in the fantasy setting.

Rgr that, I have never liked magic items that are just basic bonuses with no fluff or flavor behind them. However, like said it is a fantasy game and needs 'magic items'.

For me I look at the item(s) that NPCs have as to what fits them and if they are bad guy then what will be useful to the party after they beat the bad guy up and take his things. Something that either enhances their strengths or fills in a weakness that the party has.

Now, if it is a pregen for a con or a module then I do what Aerg said, compare to other mods and see what they have for similar level classes.

That said, Serl, like usual great rule idea. THANKS

Kayol ... NICE, some how I have never see Footprints ... good stuff !
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Ancalagon
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Re: Magic Items for Pregens

Post by Ancalagon »

I give pre-gens whatever I feel like based on the adventure I'm writing.
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T1Hound
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Re: Magic Items for Pregens

Post by T1Hound »

Captain_K wrote:I'm like scrooge with his money.. not many. I like flavor and unique items over simple buffing items. But they really should have some.. its in the fantasy setting.
Agreed. I learned this from one of my players giving him a "knights crown" which increased his mental abilities. He said, "eh" and tossed it away (not his thing/style). I said, "It bounces against the floor, the wall, the ceiling, and returns back to your hand." Suddenly it became something cool.

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T1Hound
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Re: Magic Items for Pregens

Post by T1Hound »

Kayolan wrote:There's also a nice article in Footprints #4, "Magic Items in their Proper Place" (by Mike Stewart) that I find pretty useful as a guide. It's written with Advanced D&D in mind but it's good for C&C too:

https://www.dragonsfoot.org/php4/archiv ... fileid=155
Thanks - I may toy with this.

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