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Game Design 109: The Importance of Items
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<blockquote data-quote="delericho" data-source="post: 7650680" data-attributes="member: 22424"><p>One thing I like about most superhero games is that they consider the "character who gets power from his items" as a valid archetype alongside the internally-powered characters. And so, Iron Man is as valid a character as the Hulk.</p><p></p><p>Actually, this is something I wish D&D would adopt - it took some baby steps in that direction with the Artificer class (and the Alchemist in Pathfinder), but in 3e the Artificer was built on the broken item creation rules, in 4e the Artificer was just an Arcane class, and in 5e they've barely mentioned the class. But it does seem to plug a hole in the rules, while also dealing with much of the "wealth by level" debate.</p><p></p><p>For almost all the other games I run (that is, anything but D&D), I tend to take a very laissez faire attitude to equipment - either I or the player will note down a few iconic bits of gear for the character, but for most general items we'll assume that if it's sensible to assume the character has it then we'll assume the character has it. Which seems to work pretty well - most games seem not to be as gear-dependent as D&D.</p></blockquote><p></p>
[QUOTE="delericho, post: 7650680, member: 22424"] One thing I like about most superhero games is that they consider the "character who gets power from his items" as a valid archetype alongside the internally-powered characters. And so, Iron Man is as valid a character as the Hulk. Actually, this is something I wish D&D would adopt - it took some baby steps in that direction with the Artificer class (and the Alchemist in Pathfinder), but in 3e the Artificer was built on the broken item creation rules, in 4e the Artificer was just an Arcane class, and in 5e they've barely mentioned the class. But it does seem to plug a hole in the rules, while also dealing with much of the "wealth by level" debate. For almost all the other games I run (that is, anything but D&D), I tend to take a very laissez faire attitude to equipment - either I or the player will note down a few iconic bits of gear for the character, but for most general items we'll assume that if it's sensible to assume the character has it then we'll assume the character has it. Which seems to work pretty well - most games seem not to be as gear-dependent as D&D. [/QUOTE]
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