VoodooGroves
First Post
When we play we often boil magic item values down to strict GP amounts. These amounts were divided, you could either take cash or the item. If you took the cash and wanted to buy something, we had some availability charts for how long it took to buy an item, if it was available, etc. Ultimately it allowed folks to get what they wanted.
In some campaigns (for instance, we did a 2e game a few years back that was essentially running through canned modules) this becomes pretty commonplace. In others, the DM may want to create nifty items that he doesn't simply want reduced to their gold-piece values. In the other games, very often the DM ends up giving out balanced-with-each-other items and bumping EL all around to take care of the power difference. XP is scaled back to keep advancement in line (so encounters are a bit harder to make up for items but XP is basically the same).
I'm liking the "hero points" idea for some of these campaigns. It would keep that "family heirloom +1 sword" in the character's hands for longer.
I've been messing with a little bit of stuff to equate how two rival lords may equip their forces and still be able to address game balance. For instance, lets assume Town A and B both have a militia made up of 100% WAR1s. If Town B has more money, they put full plate and large shields in the garrisons. Town A, which only has a little money, wears leather. If this is expanded, assume each has the same percentage of WAR2s. Town A (with less money) manages to get these guys on horseback with spears. Town B gets their WAR2s outfitted on heavy warhorses, everyone wears plate and carries lances, swords, etc. Heck, maybe town B has enough dough to mount up the WAR1s as well. How does that balance?
I don't have the D20 supers from Natural 20 yet ... but I think the question is balancing
- internal power
- equipment
That said, the base D20 doesn't allow for alot of "internal power" within some classes - I think the fighter is pretty darn well expected to use tools. Other classes (monk, sorcerer) are pretty well scoped out with internal powers. Hmmm..
In some campaigns (for instance, we did a 2e game a few years back that was essentially running through canned modules) this becomes pretty commonplace. In others, the DM may want to create nifty items that he doesn't simply want reduced to their gold-piece values. In the other games, very often the DM ends up giving out balanced-with-each-other items and bumping EL all around to take care of the power difference. XP is scaled back to keep advancement in line (so encounters are a bit harder to make up for items but XP is basically the same).
I'm liking the "hero points" idea for some of these campaigns. It would keep that "family heirloom +1 sword" in the character's hands for longer.
I've been messing with a little bit of stuff to equate how two rival lords may equip their forces and still be able to address game balance. For instance, lets assume Town A and B both have a militia made up of 100% WAR1s. If Town B has more money, they put full plate and large shields in the garrisons. Town A, which only has a little money, wears leather. If this is expanded, assume each has the same percentage of WAR2s. Town A (with less money) manages to get these guys on horseback with spears. Town B gets their WAR2s outfitted on heavy warhorses, everyone wears plate and carries lances, swords, etc. Heck, maybe town B has enough dough to mount up the WAR1s as well. How does that balance?
I don't have the D20 supers from Natural 20 yet ... but I think the question is balancing
- internal power
- equipment
That said, the base D20 doesn't allow for alot of "internal power" within some classes - I think the fighter is pretty darn well expected to use tools. Other classes (monk, sorcerer) are pretty well scoped out with internal powers. Hmmm..