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Dealing with equipment dependency in D&D
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<blockquote data-quote="Stormborn" data-source="post: 1694078" data-attributes="member: 14041"><p>My current campaign has an unusual magical nature, a currently low magic world with a high magic past. The PCs have little chance to buy or find magic items and as they increase levels I was worried about their power levels vs. the typical CRs and ECLs of DnD. </p><p></p><p>So I adapted the idea of Heroic Paths from Midnight to compensate. The Players didn't know that, however. They are currently at 6th and 7th levels and have in one way or another began their paths.</p><p></p><p>The fighter found a magic ring that gave a +1 to parry attempts (a variant rule for us). Later the ring began to "wake up" and she started having dreams about fighting and training. As she rises in levels the ring is getting more and more powerful, but I am only telling her about it one level at a time. Its basically a kind of Item Familiar, currently its a +1 rapier that also grants Alterness and has an empathinc bond with her. She now knows its getting better, but she has no idea what's coming next.</p><p></p><p>The bard remembered a story about a hero who ate a dragons heart and gained increased powers. So he and the ranger ate the heart of the dragon they just killed. The ranger has begun to display some unusual abiliites, including glowing eyes that grant darkvision and sheding his skin to get a +1 Natural AC bonus. He has also begun to role play personality changes to go along with the physical ones.</p><p></p><p>Basically I set these things out and wait for them to find them and take the bait, but knowing the Players I tend to know what bait they will take. They are increasing in power, but have the same joy of discovery of the unknown they would get with finding items.</p><p></p><p>Balance is a factor, and I am doing several things to try and keep that in check. I currently think that at the moment they maybe a little on the over powered side, but since I don't plan any new abilites for them for a level or so it should balance out soon.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1694078, member: 14041"] My current campaign has an unusual magical nature, a currently low magic world with a high magic past. The PCs have little chance to buy or find magic items and as they increase levels I was worried about their power levels vs. the typical CRs and ECLs of DnD. So I adapted the idea of Heroic Paths from Midnight to compensate. The Players didn't know that, however. They are currently at 6th and 7th levels and have in one way or another began their paths. The fighter found a magic ring that gave a +1 to parry attempts (a variant rule for us). Later the ring began to "wake up" and she started having dreams about fighting and training. As she rises in levels the ring is getting more and more powerful, but I am only telling her about it one level at a time. Its basically a kind of Item Familiar, currently its a +1 rapier that also grants Alterness and has an empathinc bond with her. She now knows its getting better, but she has no idea what's coming next. The bard remembered a story about a hero who ate a dragons heart and gained increased powers. So he and the ranger ate the heart of the dragon they just killed. The ranger has begun to display some unusual abiliites, including glowing eyes that grant darkvision and sheding his skin to get a +1 Natural AC bonus. He has also begun to role play personality changes to go along with the physical ones. Basically I set these things out and wait for them to find them and take the bait, but knowing the Players I tend to know what bait they will take. They are increasing in power, but have the same joy of discovery of the unknown they would get with finding items. Balance is a factor, and I am doing several things to try and keep that in check. I currently think that at the moment they maybe a little on the over powered side, but since I don't plan any new abilites for them for a level or so it should balance out soon. [/QUOTE]
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