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<blockquote data-quote="Unwise" data-source="post: 5693976" data-attributes="member: 98008"><p>Sorry to get a littel off topic, but I just thought I would mention a concept behind some of my above ideas.</p><p> </p><p>One of the things I like about the story based items is that they offer the player some intangible rewards for roleplaying and a character background. For instance, the owner of The Fitting End will be decked out in extravegantly wealthy clothes and jewelry. Their armor will be no more effective, but will be stunning to look at. </p><p> </p><p>In effect, the player gets this 'soft' benefit for free, since they would have just spent that money on buying a new weapon. This has little in-game effect and no combat effect, but is a nice reward for a fleshed out character and helps define the characters personality and appearance.</p><p> </p><p>In the case of The Iron Blade of Saint Eldan, the non-tangible reward would be the PC being loved by the poor (and looked down on by nobles?). A bit like the 3e Peasant Hero option. This helps define the character as charitable. Normally a charitable character is very hard to play, as you give up the combat effectiveness that it is assumed for your level. Does any group really want their paladin defender to give his money to the poor rather than buying better armor?</p><p> </p><p>Giving to the poor; establishing a charity; buying an inn; living like a nobleman; sending money to your family back home; wasting your money on ale and wenches; buying a library of books; maintaining a household staff. All of these things are character defining, but from a game mechanics point of view are not only a waste of resources, but will hurt your characters development in very real ways if the GM sticks to treasure parcels. </p><p> </p><p>As a GM I jump on any opportunity to give a reward that cannot be spent on weapons/armor/etc. It really helps define characters and makes the players feel good about their characters development.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5693976, member: 98008"] Sorry to get a littel off topic, but I just thought I would mention a concept behind some of my above ideas. One of the things I like about the story based items is that they offer the player some intangible rewards for roleplaying and a character background. For instance, the owner of The Fitting End will be decked out in extravegantly wealthy clothes and jewelry. Their armor will be no more effective, but will be stunning to look at. In effect, the player gets this 'soft' benefit for free, since they would have just spent that money on buying a new weapon. This has little in-game effect and no combat effect, but is a nice reward for a fleshed out character and helps define the characters personality and appearance. In the case of The Iron Blade of Saint Eldan, the non-tangible reward would be the PC being loved by the poor (and looked down on by nobles?). A bit like the 3e Peasant Hero option. This helps define the character as charitable. Normally a charitable character is very hard to play, as you give up the combat effectiveness that it is assumed for your level. Does any group really want their paladin defender to give his money to the poor rather than buying better armor? Giving to the poor; establishing a charity; buying an inn; living like a nobleman; sending money to your family back home; wasting your money on ale and wenches; buying a library of books; maintaining a household staff. All of these things are character defining, but from a game mechanics point of view are not only a waste of resources, but will hurt your characters development in very real ways if the GM sticks to treasure parcels. As a GM I jump on any opportunity to give a reward that cannot be spent on weapons/armor/etc. It really helps define characters and makes the players feel good about their characters development. [/QUOTE]
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