Because I'm interested - requisitions

You mentioned we get to request low level equipment from the constabulary. Mind if I ask what in specific? Also, can Serena fluff making some of hers instead and refluff the devices?

The fluffed making I'm thinking of is twofold; a useful little remote controlled contraption looking like a pile of meccano to fetch and carry things, (Prison of Salzcas) and glue-based pads that help her climb, but need a lot of cleaning after she uses them (Spidersilk Mantle). Note: both from the same item set if you've banned item sets on spec. (+2 to thievery for the bonus)
 

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Well, I'm up for suggestions. I haven't figured out the details. I actually intend to recommend using the 'inherent bonuses' optional rules; I hope WotC implements that in the character builder soon. With that, it makes it a lot easier to provide magic items when it seems narratively appropriate, instead of having to dole them out X times per level.

Barring that, I figure whenever the PCs have a few days of down time at low level they can request common items, so that at any given time, each PC can always have the suggested "one item of PC level, one of PC level +1, one of PC level -1." And then whenever they gain a level they'll get paid GP equal to the cost of an item of PC level -1, which abstractly represents previous earnings, bonuses, or other sources of income.

A constable can have one uncommon item at a time. (Maybe two? I wish the new guidelines for magic item ownership were in D&D Insider, because I don't really have any need for the DM's Kit. But I think that's the only place that has them.)

That will last up to maybe 10th level, beyond which you'll be using stuff that the RHC can't afford. Some of it will be provided by NPC patrons, or you'll craft it yourself.

Oh, and some looting will definitely be possible. At low levels it requires paperwork, and you'll only be approved to use items within your pay grade (i.e., level-appropriate ones). Later on, though . . . well, if John McClane saved the president and he wants to walk around with Saddam Hussein's solid gold AK-47, people will make an exception for him.

How does that sound?
 

Sounds good. I'd I think do something slightly different with magic items, but only slightly (I don't have the DM kit either).

1: At any given point a PC (pre 6th level) can have three items requisitioned from the constabulary of level up to N-1, N, N+1. Only one may be uncommon
2: From 6th to 10th level, a PC can have three items requisitioned from the constabulary - two fifth level or below, one of level N+1. Two may be uncommon and no item may be level 11.
3: From paragon tier onwards, a PC may have three uncommon items requisitioned - two at level 10 or below and one at level 5 or below. Or possibly two uncommon items and as many common ones as they like.

DM veto over any uncommon items.

Cash, I'd be let used to buy uncommon items that people take really good care of. The sort of thing that the constabulary can't afford (akin to a cop buying his own guns - at 150% book price?) Also with a requisition system I'd allow the PCs to buy "their" items from the constabulary at less than "book" price (75%?) if they've had them for three or more levels. (If you requisition a level 3 item at level 2 then keep it through level 4, that's going to be indellibly associated with you whatever else happens, and it's a bit harsh to have to trade it in to get a L5 item).
 

Do cold iron tipped and silver tipped arrows count as "uncommon"?

I'm just thinking a few of each (5?). If they do count as "uncommon" and I can only have 1, I'll take the cold iron, please. :D

A second quiver so I can keep 20 normal arrows.

I'd also be happy to requisition a +1 bow or and protective cloak that might be lying around unused (some kind of element resistance if not pure protection?)

Oh, and if I could req' a set of those gold manacles, those'd be handy to keep around....heh heh. manacles...handy....sorry, unintentional pun warning!

--Steel Dragons.
 

Carlao's actual battle equipment needs are pretty simple (sword, armor, shield, amulet), so I don't think he would have any specific to request in that department. I like the inherent bonuses suggestion, too - if characters have equipment with sentimental value or something like that, they can keep it throughout the level progression.

As for out-of-combat equipment, a length of gold wire (enough to make a circle, say, 15 feet in diameter) could come in handy. And would it be possible for Carlao's sword to be made of cold iron in order to make it effective against foes like Asrabey, or would that diminish its strength? I like Gaethan's suggestions, so I'm just thinking of how Carlao might mimic those.

Also, at some point Carlao might want to take shooting lessons from Josiah (maybe learning to use a rifle - taking a feat for proficiency). He wouldn't plan to ever make firearms his main weapon, but since he respects Josiah, Carlao would want to show some interest in Josiah's interests. And you never know when being able to hit something at range (despite Carlao's unimpressive Dexterity) could come in handy. So, at that point he would requisition a rifle and some ammunition.
 

Sounds good. I'd I think do something slightly different with magic items, but only slightly (I don't have the DM kit either).

Good suggestion. It just gets a tad complicated for the writers of the adventures to figure out how much treasure we should give out.

Do cold iron tipped and silver tipped arrows count as "uncommon"?

In 4e parlance, 'uncommon' basically means "It has a power that can only be used once per day." The logic is that, PCs can easily buy or make tons of common items, but they can't do that with uncommon items because it would let them stockpile a lot of one-use powers, which would let them 'go supernova' if they used it all in one encounter.

And 'rare' items are basically 'distinct' uncommon items, like it's not just a flaming sword, it's Asrabey Varal's flaming sword that can also change into a whip and be used to grapple the ceiling or walls.

So yeah, you can get some extra gear at the end of the adventure. Since we're not actually rolling for combat, some of the specifics don't matter too much, but at the start of the second adventure you'd all basically have a magic weapon (or implement for spellcasting), magic armor (or magic clothes), and a magic cloak/amulet which aids your non-armor class defenses (Fort, Ref, Will). There's really not a huge variety of powers available at low level, but you'd have a few extra tricks thanks to the magic items.



As for out-of-combat equipment, a length of gold wire (enough to make a circle, say, 15 feet in diameter) could come in handy. And would it be possible for Carlao's sword to be made of cold iron in order to make it effective against foes like Asrabey, or would that diminish its strength? I like Gaethan's suggestions, so I'm just thinking of how Carlao might mimic those.

In 4e, I don't think there's any mechanical use of 'cold iron' over anything else. Since some magic weapons will be made of pure lightning or spinal columns and stuff, they ditched special materials as something separate from the item's specific properties.

There are 'feyslaughter' weapons that prevent teleportation, and an actual 'cold iron' weapon that immobilizes and does extra damage against fey creatures on a crit, but both are at higher level than you can get now.

Also, at some point Carlao might want to take shooting lessons from Josiah (maybe learning to use a rifle - taking a feat for proficiency). He wouldn't plan to ever make firearms his main weapon, but since he respects Josiah, Carlao would want to show some interest in Josiah's interests. And you never know when being able to hit something at range (despite Carlao's unimpressive Dexterity) could come in handy. So, at that point he would requisition a rifle and some ammunition.

Muskets and pistols are simple weapons; they're just very slow to reload without the proper feat. Rifles are superior weapons, and require a feat to use properly, and another feat to reload rapidly.
 

Quick amendment. In 4e Parlance, "Uncommon" means "Has a daily power or was produced before Essentials and hasn't been specified as Common". Which means that right now there are very few common items. (Serena wants one of them - a L1 distance dagger, but can't decide on her second common item.) It's been indicated that daily powers are what the change is meant for - but the change hasn't been cascaded.
 

Dima would just want some armor, a holy symbol and a weapon. Nothing specific, just N+1 = Holy Symbol, Armor = N and Weapon = N-1. Dima will also purchase ritual components, and a crap ton of PHB level 1 and level 2 rituals. No book, so no idea which ones those are.

One novel thing you could do would be to leave a substantial amount of the equipment up to the players / GM, as opposed to the adventure. Write the adventure assuming some normal treasure guidelines (75% or so). In the GM's guide, indicate that the treasure is arbitrarily low on purpose, and introduce mechanisms to keep players "outfitted" appropriately.

As much as it's D&D and you need to keep up with levels, there's a certain level of believability that gets strained when the star members of the RHC are always taking enemies weapons. You might even give the RHC "better than normal" weapons (N+2) BECAUSE the treasure is slightly off, and the expectation is that they don't take enemy weapons.
 

OO! And a coupla healing potions and (at least 1) a neutralize poison potion ...if those exist anymore...or is it just normal/generic "antidote" now?

As for N-1, N, N+1...I dunno what exactly that means and don't see it in my 4e reference stuff I have...so I'll leave that up to you.

But yes, like Dima, a weapon (preferably a bow, but an enchanted short sword would be just fine also. I'm not a greedy sort. :angel:), a cloak (or clothes armor, but I think a cloak is just "cooler" :), and the specially tipped (or magical) arrows for "unusual" foes.

What would the gold threaded manacles count as?

Whatever you'd like to give me...I'm sure I'll be happy with.

As a matter of course, Gaethan's going to keep an iron spike or 2 in his regular gear...just in case we find ourselves back on that island or someplace else that is "weird" magically.
 

I don't have Essentials, so I can only speak for regular ol' 4e, but originally the PHB had magic items that were at a certain level.

So an entry looked like this:
Magic Item
Totally Destroying Weapon
+1 Lvl 2
+2 Lvl 7
+3 Lvl 12
+4 Lvl 17
+5 Lvl 22
+6 Lvl 27

This weapon totally destroys your opponent, doing fire and acid damage equal to the bonus.

So when I say N, I mean N as our level. N here would mean I have a Totally Destroying Axe, at level 2.

The treasure parcel system indicated that a parcel might contain a weapon at party level +1 (N+1), or party level -1 (N-1) too. Essentials, I think, does away with the parcel system, and I don't know how that works.
 

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