Excellent idea! I've been having trouble putting together treasure for my players, but I thought it was a communication problem, not a mechanical problem. This works so much better.
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Originally Posted by Drakona I'm also a little concerned that the treasure is now integrated over wider windows. Items of the same tier are now all a pretty equivalent price, if they're one of your big two. I think I'm mostly okay with that, but it does mean we'll occasionally have level 6 guys walking around with level 14 items. At the end of the day, it's really not that bad--it's just a level 9 item with another +1, and he's stuck with it until level 11. |
Suggestion: perhaps when characters spend an item point, the new item is up to 5 levels above them rather than being from 1 tier up. This way, you won't have everyone upgrading 2 items to level 15s as soon as they hit level 6. Also, the level 1/6/11/... or 2/7/12/... items remain viable in this modification, whereas in your version there's really no reason not to choose a 5/10/15/... item every time you spend a point. As it stands, players would only choose items at the low end of the tier for flavor reasons, and would be forced to pay a mechanical penalty for their roleplaying.
You'll still have players upgrading every 5 levels like clockwork ("Level 8? Time for Anna's next frost sword") but it won't be every character getting two level + 9 items when they hit 1/6/11/... Also, this is still a bit stronger than PHB standard (why get a level + 2 item as suggested to the DM when you could get a level + 5 item?), but it's a minor power upgrade and all items remain viable.
Overall, this is an
excellent variation. I will definitely be using this in my game, and I am confident it will be very successful.