A good deal of the "treasure" I place in an adventure would come in the form of gear/equipment used by the defeated NPC/monster which stood a better chance of being "selected" (by me or the NPC, however you want to look at it.) Or it would have some logical connection to the location/story/theme. As long as you aren't tied to random treasure to run the game, I don't see it as a problem (and it sound sliek you aren't).
I'm a stingy GM anyway so my players would appreciate a feat that gave them a break, heh.
I love the idea of Cheating Death. To me that's not an example of rules "crunch" mucking with the story but empowering the story. I'm a big fan of "old school" player story/plot interaction where players gain powers and spells which are necessarily game changers for story direction (teleport, divinations, etc.) So this is right up my alley I think.
Ok, sold on the gear system (I'll read it more closely tonight). One of my chief complaints with 3e. Gear dependency, imbalance between classes, if the game helps alleviate that stuff it's all a HUGE plus in my book.
I'm a stingy GM anyway so my players would appreciate a feat that gave them a break, heh.
I love the idea of Cheating Death. To me that's not an example of rules "crunch" mucking with the story but empowering the story. I'm a big fan of "old school" player story/plot interaction where players gain powers and spells which are necessarily game changers for story direction (teleport, divinations, etc.) So this is right up my alley I think.
Also, considering how unnecessary Magic Items are, so what?
