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Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="mneme" data-source="post: 5510941" data-attributes="member: 59248"><p>Re creep: it happens. I'd be much more concerned about it if there were existing conversation on this thread to disrupt. Mind, a mod splitting the last few pages off would be useful.</p><p></p><p>I think the idea is that if you're using training/boons exclusively, you are using inherent bonuses, UL. Though it wouldn't be a hard hack to retrofit existing weapons as grandmaster training (that turned whatever weapon you were wielding effectively into the enhanced weapons). If inherent bonuses seem too abrupt, I suppose you could spread the three bonuses out among the level band every other level -- have the players pick which order they get them, so they can decide whether attack, AC, or NADs are most important.</p><p></p><p>Although...an entertaining rule would be to give out a fair amount of extra gold, but stictly hold to the rarity rules. Now the PCs can cheaply upgrade their gear (regardless of rarity; don't remember whether this is official, but it's what LFR uses) when they get to the appropriate level, but can't buy new (non-common) gear and so found treasure still feels magical -- but isn't essential.</p><p></p><p>Ree feedback: You're welcome!</p></blockquote><p></p>
[QUOTE="mneme, post: 5510941, member: 59248"] Re creep: it happens. I'd be much more concerned about it if there were existing conversation on this thread to disrupt. Mind, a mod splitting the last few pages off would be useful. I think the idea is that if you're using training/boons exclusively, you are using inherent bonuses, UL. Though it wouldn't be a hard hack to retrofit existing weapons as grandmaster training (that turned whatever weapon you were wielding effectively into the enhanced weapons). If inherent bonuses seem too abrupt, I suppose you could spread the three bonuses out among the level band every other level -- have the players pick which order they get them, so they can decide whether attack, AC, or NADs are most important. Although...an entertaining rule would be to give out a fair amount of extra gold, but stictly hold to the rarity rules. Now the PCs can cheaply upgrade their gear (regardless of rarity; don't remember whether this is official, but it's what LFR uses) when they get to the appropriate level, but can't buy new (non-common) gear and so found treasure still feels magical -- but isn't essential. Ree feedback: You're welcome! [/QUOTE]
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