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D&D Older Editions, OSR, & D&D Variants
4E sword and sorcery..
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<blockquote data-quote="Nifft" data-source="post: 5036724" data-attributes="member: 6562"><p>DMG 2, p.138... but it's incomplete.</p><p></p><p>They recommend you give +1 to attack and defenses once per 5 levels (duh), but they seem to have forgotten about extra crit damage. Here's what I'd suggest.</p><p></p><p>At each level 1-4, you gain one of the following (you get one of each, but you pick the order):</p><ul> <li data-xf-list-type="ul"> +1 to attack</li> <li data-xf-list-type="ul"> +1 to AC</li> <li data-xf-list-type="ul"> +1 to F/R/W</li> <li data-xf-list-type="ul"> +1d6 damage on a crit</li> </ul><p>Repeat this choice at level ranges 6-9, 11-14, 16-19, 21-24 and 26-29.</p><p></p><p>Gain the following based on what armor you wear (to compensate for the Masterwork Armor you're <u>not</u> giving them):</p><p>Cloth, Leather, Hide: +1 AC at level 15 & 25</p><p>Chain, Scale, Plate: +1 AC at levels 5, 10, 15, 20, 25 & 30</p><p></p><p>Now, you still give out magic weapons & armor, but they have no plusses. They only have properties & powers. So a Flaming Longsword would just be a longsword that deals fire damage on a crit (according to the PC's inherent "extra dice on a crit" that he bought for leveling up), that can do all fire damage at-will, and that has a daily power. A vicious weapons would turn the PC's inherent Xd6 into Xd12.</p><p></p><p>Same thing for defensive items: a PC could find Black Iron armor and enjoy the resist 5 fire & necrotic, but if he loses it and puts on regular armor, his AC doesn't change.</p><p></p><p>Magic stuff becomes <u>nice to have</u>, but is no longer mathematically necessary to keep pace with monster defenses.</p><p></p><p>At levels 5, 10, 15, 20, 25 and 30, you can also give out the powers & properties from a magic item -- not a weapon, but maybe armor. For example, at level 5 you might give the Barbarian a permanent +1d6 damage when he charges (the effect of a Horned Helm, which is a Heroic item from around 5th level). Maybe it's the blessing of Crom; maybe he's just had a lot of practice charging. You can pick the powers or you can let your players pore through the loot books and make a "wish list".</p><p></p><p>- - -</p><p></p><p>Consumables and rituals are a bit of a problem, since they both assume your party will have geometrically increasing wealth. On the other hand, effectively getting rid of high-level rituals seems to fit the genre just fine, and consumables are easy enough to just ignore -- my group never bothered with potions of healing after 3rd level or so, nor do we use a lot of alchemical items or reagents.</p><p></p><p>- - -</p><p></p><p>IMHO it's important to break, steal, consume, ruin, corrupt, corrode, or otherwise destroy equipment -- magical and mundane alike -- to emphasize how wealth is easy come & easy go. If you destroy a weapon during combat, make sure your players know about the stuff on page 42 of the DMG ("improvised attacks").</p><p></p><p>Anyway, good luck, and let us know how it turns out.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5036724, member: 6562"] DMG 2, p.138... but it's incomplete. They recommend you give +1 to attack and defenses once per 5 levels (duh), but they seem to have forgotten about extra crit damage. Here's what I'd suggest. At each level 1-4, you gain one of the following (you get one of each, but you pick the order): [list] [*] +1 to attack [*] +1 to AC [*] +1 to F/R/W [*] +1d6 damage on a crit [/list] Repeat this choice at level ranges 6-9, 11-14, 16-19, 21-24 and 26-29. Gain the following based on what armor you wear (to compensate for the Masterwork Armor you're [u]not[/u] giving them): Cloth, Leather, Hide: +1 AC at level 15 & 25 Chain, Scale, Plate: +1 AC at levels 5, 10, 15, 20, 25 & 30 Now, you still give out magic weapons & armor, but they have no plusses. They only have properties & powers. So a Flaming Longsword would just be a longsword that deals fire damage on a crit (according to the PC's inherent "extra dice on a crit" that he bought for leveling up), that can do all fire damage at-will, and that has a daily power. A vicious weapons would turn the PC's inherent Xd6 into Xd12. Same thing for defensive items: a PC could find Black Iron armor and enjoy the resist 5 fire & necrotic, but if he loses it and puts on regular armor, his AC doesn't change. Magic stuff becomes [u]nice to have[/u], but is no longer mathematically necessary to keep pace with monster defenses. At levels 5, 10, 15, 20, 25 and 30, you can also give out the powers & properties from a magic item -- not a weapon, but maybe armor. For example, at level 5 you might give the Barbarian a permanent +1d6 damage when he charges (the effect of a Horned Helm, which is a Heroic item from around 5th level). Maybe it's the blessing of Crom; maybe he's just had a lot of practice charging. You can pick the powers or you can let your players pore through the loot books and make a "wish list". - - - Consumables and rituals are a bit of a problem, since they both assume your party will have geometrically increasing wealth. On the other hand, effectively getting rid of high-level rituals seems to fit the genre just fine, and consumables are easy enough to just ignore -- my group never bothered with potions of healing after 3rd level or so, nor do we use a lot of alchemical items or reagents. - - - IMHO it's important to break, steal, consume, ruin, corrupt, corrode, or otherwise destroy equipment -- magical and mundane alike -- to emphasize how wealth is easy come & easy go. If you destroy a weapon during combat, make sure your players know about the stuff on page 42 of the DMG ("improvised attacks"). Anyway, good luck, and let us know how it turns out. Cheers, -- N [/QUOTE]
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