Maximum magic item limit per character

Started by Nihm, August 05, 2009, 07:56:08 PM

Previous topic - Next topic

Nihm

With the ridiculous loot inflation lately I'd suggest that no character can own more than four magical items at a time.  This would increase trading, decrease loot-motivated pvp, weaken rich pcs, and lower the actual applied level of the server (by applied level I mean not the number based on your experience points, which means very little, but the "firepower" consisting of magical items and consumables which is a much more realistic indication).
 
People might end up having to choose between items and give away ones they won't use to allies, instead of having 53 spell/day items for instance anyone would have only four at most.
 
Along with this I'd suggest a maximum of ten potions / day be consumed, more than that will slow pcs and decrease their stats, because with the exception of Sahaugin subrace they aren't fishes and shouldn't be able to drink like one.
 
Thoughts?

BrittanyPanthas

Absolutely not.

Putting OOC limitations on the number of magic items is just...wrong in so many ways.

Limitting the number of potions would either make it impossible to complete certain quests and DM quests, and would make PvP next to impossible.  It would favor low potion, low maintenance builds to the extreme.

Verybigliar

There is no sense in it. I would say no.

Stormbringer

I would say no.
 
If a character is having trouble getting magic items, look about for a faction or group. I have sen so many folks get good magic items because someone else didn't need them and knew they did.
 
yes it's often faction oriented, but then, that;s why there's a benefit to joining one.
 
Just my opinion.
 
SB

BoomdaddyBP


Nihm

This is a low (glug, glug glug Haste Shield DivinePower Glug Sip of the Void Glug) Magic (clicks together the heels of stoneskin/day boots pair one - if it runs out can always switch to second and third pairs as needed -) Server (lays out with a plus two versus most common enemy sword that also casts spells and adds to armor bonus)!

Verybigliar

Nonetheless, nothing what you say would change the magic level. If you wish to see amount of magical items reduced, then that is what you should suggest.

I do dare to say, limitin numbers of items like that would simply make people pissed and frustrated. In time being encumbered is enough on it's own if you got too much stuff.

Porkolt

Quote from: Nihm;139389This is a low (glug, glug glug Haste Shield DivinePower Glug Sip of the Void Glug) Magic (clicks together the heels of stoneskin/day boots pair one - if it runs out can always switch to second and third pairs as needed -) Server (lays out with a plus two versus most common enemy sword that also casts spells and adds to armor bonus)!

Magical Netherese portals!
Arcane-based undead!
Magically glowing spheres on every street corner!
Magically transmitted voices in your head!
Level 8 wizards and clerics!
The transferring of magical green glowing disks is the server's favorite game!
 
Low magic my ass.

TheMacPanther

I would say no, putting a limit on potions makes an already lethal server close to impossible. Some quests would be just impossible, trolls for instance, last time I went through it a large group was tapped of nearly every potion and spell and barely made it through.

Putting a limit on items is just silly. Not only are 1/day items rare, they are rarely useful and if they are it makes the item far too pricey to own more than one. Plus as someone who plays a potion/wand vendor the price is as much of a deterrent for most people to just power through healing and enchantments.

Egon the Monkey

Lol, what? That would just lead to the highest level or most powerbuilt PC always winning. Money, powerful friends passing you a bag full of Haste Potions etc is the interesting factor in PVP.

However I'd agree that the amount of unrestricted consumables leads to a certain amount of imbalance between what a well-equipped low level but rich Fighter can buff himself with and what an actual caster with his own magic can do. I do have fond memories of the early days on the surface where even the basic potions were rare enough that Labur was a valuable addition to a team because of his auto-empowered Cure spells as much as his buffs.

It does feel like low-magic applies to caster-available spells, whereas loot goes up to L6/7 spells, and even stuff like the Gem Mines loot that's Caster Level Level *nine* Magic Missile items usable by anyone.

The vast majority of consumables seem to be buff potions, buff devices, items with spells that give them temporary stat increases and other stuff good for pure melee PCs. IMO, the counter to consumable bloat is DIFFERENT consumables, not fewer. I would love to see more class-restricted consumables like the Abjurer's Wand (it has 30 charges, Sorc/Wiz only Lesser Dispel and is nigh-impossible to UMD). More high level offensive spell/Cleric spell devices. Stuff that lets your average rogue/sorc/wizard do the same temporary badass trick as the fighter who just swallowed  Divine Power and Stoneskin pots washed down with a dripfeed of Divine Favour and Haste. Or easily rip off said buffs with their own counter consumables. There's a lot more buff than dispel loot about.

Snoteye

I'm curious to know how we would even enforce this.

Egon the Monkey

1: Make all non-magical equipment dull grey and all weapons the same skin.
2: ANYTHING with spell charges, +AB or uses/day looks different.
3: If more than four items per PC stand out from the EFU Drones, a Dm Hellballs you.

Thank me later, Snot ;)

derfo

I agree with the original poster. I hate how shit comes down to consumable storms and loot whores, and all the people jokingly pushing it aside obviously only have their own self-interest and triumph in mind. Not surprising, but disgusting all the same.

Drakill Tannan

I agree it is ridiculous the fighters are more magical than a sorcerer. Really, i used more magic as Wayne than i did as Gedd. I also dislike the fact buffing up determines the end of the fight. Really..  it should be about who built their character the best, if you are making a purposely flawed character expect him to die!

Fighters, barbarians and all the front-line character types usually get more magic than the wizards: Buffs and lots of potions plus is easier to find a "cast acid arrow 10 times" armor than a "cast acid arrow 10 times" wand for mages only. Low magic my ass, as porklot said, unless we're talking about casters, then it IS low magic.

But i don't think putting such an OOC restriction is the answer, it makes no sence IG, and it's stupid, a man who collects 100 powerfull magic reliques should be powerfull!

I think the solution is to re-orient magic items to wizards, sorcerers, clerics (not like clerics need it, but makes more sence) bards and druids. Instead of finding an armor with 10 uses of acid arrow, find a wand usable by wiz/sorcerer.

I'd also say only the most basic potions should spawn, and the rest should be created exlusively by PC merchants, i'm talking about making Mage armor, all ability buffs, bless, aid potions only, leaving blur, haste, clarity etc as DM loot OR craftable by PC's and sold an exesive prices by merchants only.

I'm all in for low magic- on fighters, but wizards should be.. you know, magical.

I'd also like healing magic to be lowered, not on potions, but on delight pearls and tranished brass wands, and healing crystals, and be changed with scripted items with the same mechanical effect, but less flashy effects. That would be low magic!

Winston Martin

How is treated from an IC point of view?

"Oh man, I wish I could keep this magic sword I earned killing a dragon, but I already have two magic rings, a magic bag, and magic boots! Decisions decisions!"