Yesterday, at NC Gameday, I participated in two games: Henry's d20 Modern game in the morning, and TheRuinedOne's Ravenloft game in the afternoon.
In the d20M game, we packed some heat. Each character got a bareta 92f, a grenade, and m16-a2 standard issue, and almost everybody used a bit of their wealth bonus to get one or two Mastercraft personal smallarms. During the adventure, we commisioned another 5 flamethrowers from Department-7 for a bit of zombie burning work. But the only magic item in the game was a plot device, a cauldron used to raise undead.
In the afternoon, the game started with the PCs in the Van Richten's Home For the Disturbed. Naturally, being 'patients,' we didn't have our gear with us. The metal batons that we took from the gaurds had to suffice, until we got our stuff bac, about halfway through. Even then, there were only two magic items between the four of us. Even though I had a keen masterwork rapier, I stuck with throwing the batons for most of the game.
And in both games, I had a blast. I guess part of what made it fun was the lack of that 'you are your gear' element that comes up so often in DnD--in d20 Modern, sure we had some frickin huge guns, but it quickly becomes obvious that the skills make the man. In the ravenloft game, we were more dependant upon our class abilities--the rogue's Sneak Attack, the paladin's Detect/Smite evil, the Sorcerer's spells, and the cleric's healing--then little quirks and benefits from potions, cloaks, girdles, bracelets, rings, boots, what have you.
So I think what I'm saying is, equipment shouldn't be the main part of a character. It should be a finishing touch, a cherry on top of the sundae, and not the icecream.
-Jeph
In the d20M game, we packed some heat. Each character got a bareta 92f, a grenade, and m16-a2 standard issue, and almost everybody used a bit of their wealth bonus to get one or two Mastercraft personal smallarms. During the adventure, we commisioned another 5 flamethrowers from Department-7 for a bit of zombie burning work. But the only magic item in the game was a plot device, a cauldron used to raise undead.
In the afternoon, the game started with the PCs in the Van Richten's Home For the Disturbed. Naturally, being 'patients,' we didn't have our gear with us. The metal batons that we took from the gaurds had to suffice, until we got our stuff bac, about halfway through. Even then, there were only two magic items between the four of us. Even though I had a keen masterwork rapier, I stuck with throwing the batons for most of the game.
And in both games, I had a blast. I guess part of what made it fun was the lack of that 'you are your gear' element that comes up so often in DnD--in d20 Modern, sure we had some frickin huge guns, but it quickly becomes obvious that the skills make the man. In the ravenloft game, we were more dependant upon our class abilities--the rogue's Sneak Attack, the paladin's Detect/Smite evil, the Sorcerer's spells, and the cleric's healing--then little quirks and benefits from potions, cloaks, girdles, bracelets, rings, boots, what have you.
So I think what I'm saying is, equipment shouldn't be the main part of a character. It should be a finishing touch, a cherry on top of the sundae, and not the icecream.
-Jeph