Gort
Explorer
Has anyone tried using the rules from page 138 of the DMG2 to get rid of the "basic plus" magic items? I feel like my players are kind of snowed under with magic kit and they have to find new stuff basically all the time to keep up.
I'd also like to do a plotline where my characters end up imprisoned (it's a good backup if they lose a fight against my current baddies, too) and I'd like for them to be able to fight their way out with the gear from the first guards they overcome (minor thing, I know, but I hate the D&D trope where the captured characters' gear is always in a chest ten feet from their cell).
So, anyone tried the rules out? How did they work mechanically, and what did they mean for the feel of your game?
I'd also like to do a plotline where my characters end up imprisoned (it's a good backup if they lose a fight against my current baddies, too) and I'd like for them to be able to fight their way out with the gear from the first guards they overcome (minor thing, I know, but I hate the D&D trope where the captured characters' gear is always in a chest ten feet from their cell).
So, anyone tried the rules out? How did they work mechanically, and what did they mean for the feel of your game?