Editing Wandering Monsters (D&D 3.5 Campaign)

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'''Magic Items'''
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'''Equipment House Rules.'''
  
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Because high powered magic items can over power a campaign, and some monsters are incapable or limitied in magic items, I've decide dto keep a tight reign on magic items.  
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Because high powered magic items can over powera campaign, and some monsters are incapable or limitied in magic items, I've decide dto keep a tight reign on magic items.  
 
*Everyone can have one item that provides up to +5 total in stat boosts and up to +5 in AC and Save bonus and one magical weapon either +5 or +4 or 3 with special abilities.  
 
*Everyone can have one item that provides up to +5 total in stat boosts and up to +5 in AC and Save bonus and one magical weapon either +5 or +4 or 3 with special abilities.  
 
*They also get one miselanous useful item and two marginally useful items. People forget for every +5 Sword of Awesome Awesomeness, there are dozens of Bag of Tricks, Marvoeus Pigments and eveful Spoons out there. So I urge charcters to take a couple. Both for realism's sake, and it helps round out characters. That and a really ingenious player could come up with great uses for these things.
 
*They also get one miselanous useful item and two marginally useful items. People forget for every +5 Sword of Awesome Awesomeness, there are dozens of Bag of Tricks, Marvoeus Pigments and eveful Spoons out there. So I urge charcters to take a couple. Both for realism's sake, and it helps round out characters. That and a really ingenious player could come up with great uses for these things.

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