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Dealing with equipment dependency in D&D
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<blockquote data-quote="shilsen" data-source="post: 1694640" data-attributes="member: 198"><p>Well, that (or the VoP, from what I hear) would work if I was just wanting to create a PC that isn't overly dependent on equipment. But I'm trying to think of a way to have that apply to the entire set of PCs. And no, running all-Forsaker parties isn't the option I had in mind <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>Interesting. Since you call it a low magic game, does that mean you've lowered the availability of magic in other areas? What about spellcasting, for example? I'm not really shooting for a low magic setup here, of course.</p><p></p><p></p><p></p><p>Sounds like the kind of approach I'm thinking of here. Any such approach (esp. one which puts the choices for abilities squarely in the hands of the players) is probably liable for abuse, which is one reason for me starting this thread - hoping to have people cover some of the things to watch out for.</p><p></p><p></p><p></p><p>Mine too. I'd much rather customize things to player intentions and character concept than just have a single inflexible approach/path to follow.</p><p></p><p>Kalendraf and Aaron2 - It sounds like both of your approaches involve moving away from the balance of wealth by level, magic availability and CR/EL which the standard rules follow, and I'd rather retain those right now. Different strokes.</p><p></p><p></p><p></p><p>I think I'd prefer to avoid the drawback by not using slots and counting on the use of doubled prices (as for slotless items) for these abilities. Do you think that would cause any problems?</p><p></p><p></p><p></p><p>I think one reason that I don't take your approach is that I don't really expect D&D to replicate stories from myth or most of the fantasy (Tolkien, for example) that I've read. I accepted a long time ago that D&D fantasy is its own beast and provides an experience that doesn't match the above. Still, replacing items with supernatural abilities at least lessen the difference, IMO.</p><p></p><p></p><p></p><p>True. Which is why I don't want to nerf equipment. I just want to shift some of the item-granted abilities to the characters themselves.</p><p></p><p></p><p></p><p>Again, I agree. That's why I'm trying to make sure that any system I use is one which'll work with the current CRs and wealth charts (well, somewhat modified wealth charts, though the end result power-wise will be the same).</p></blockquote><p></p>
[QUOTE="shilsen, post: 1694640, member: 198"] Well, that (or the VoP, from what I hear) would work if I was just wanting to create a PC that isn't overly dependent on equipment. But I'm trying to think of a way to have that apply to the entire set of PCs. And no, running all-Forsaker parties isn't the option I had in mind :) Interesting. Since you call it a low magic game, does that mean you've lowered the availability of magic in other areas? What about spellcasting, for example? I'm not really shooting for a low magic setup here, of course. Sounds like the kind of approach I'm thinking of here. Any such approach (esp. one which puts the choices for abilities squarely in the hands of the players) is probably liable for abuse, which is one reason for me starting this thread - hoping to have people cover some of the things to watch out for. Mine too. I'd much rather customize things to player intentions and character concept than just have a single inflexible approach/path to follow. Kalendraf and Aaron2 - It sounds like both of your approaches involve moving away from the balance of wealth by level, magic availability and CR/EL which the standard rules follow, and I'd rather retain those right now. Different strokes. I think I'd prefer to avoid the drawback by not using slots and counting on the use of doubled prices (as for slotless items) for these abilities. Do you think that would cause any problems? I think one reason that I don't take your approach is that I don't really expect D&D to replicate stories from myth or most of the fantasy (Tolkien, for example) that I've read. I accepted a long time ago that D&D fantasy is its own beast and provides an experience that doesn't match the above. Still, replacing items with supernatural abilities at least lessen the difference, IMO. True. Which is why I don't want to nerf equipment. I just want to shift some of the item-granted abilities to the characters themselves. Again, I agree. That's why I'm trying to make sure that any system I use is one which'll work with the current CRs and wealth charts (well, somewhat modified wealth charts, though the end result power-wise will be the same). [/QUOTE]
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