Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 5/3/83; site ukc.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!ncg From: ncg@ukc.UUCP (N.C.Gale) Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <5044@ukc.UUCP> Date: Fri, 19-Apr-85 13:54:06 EST Article-I.D.: ukc.5044 Posted: Fri Apr 19 13:54:06 1985 Date-Received: Mon, 15-Apr-85 03:47:16 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <12303@watmath.UUCP> <260@tilt.FUN> <12325@watmath.UUCP> Reply-To: ncg@ukc.UUCP (Nigel Gale) Organization: Computing Laboratory, U of Kent at Canterbury, UK Lines: 16 One solution is to never allow the party that many magic items. In my (Arthurian-like) campaign, magic items are few and far-between, but normally quite powerful. No magic users of a sufficiently high level to create magic items exist. All magic items have their source in Heaven, Hell, or some stupendously powerful mu long ago. Some of my players have been in my campaign for a year and a half, they are of 5/6/7th level, but none of them have ever had more than two or three magic items. -Nige Gale. PS: they do have plenty of other objectives to strive towards