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General Tabletop Discussion
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Equiment vs. Skill in D&D
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<blockquote data-quote="Yair" data-source="post: 2278209" data-attributes="member: 10913"><p>This works well too, but it is a different flavor. When Thor picks up Mahonjir (IIRC?!) and strikes with it, he strikes <em>with Mahonjir</em>, he is not just channeling energy through axes in general. So it's cool to have both options, that's all I'm saying.</p><p>Be weary of the "I'm throwing my sole +1 dagger... AGAIN" syndrome, though: require time/ritual/whatever if you allow characters to imbue ranged weapons with power.</p><p></p><p></p><p>As long as you count them into the character's wealth per level, that's fine. But then, the whole "wealth determines powers, not items" idea is left hanging. Unless you're saying the amount of gp expanded into disposable items is negligable; in that case, yes, you can neglect them. This wasn't the case in my game, but hey we played at low levels.</p><p></p><p></p><p>Certainly, and some good examples too.</p><p></p><p></p><p>Bad terminology, I apologize. I mean items that depend on their material form, shape, or even composition to reasonably or properly function. For example, a +1 sword should be a +1 sword, a broom of flying can be a carpet, brooch, boots, wings, or anything else - or nothing at all.</p><p></p><p></p><p></p><p>I was refering to NONmagical gear. For example, I had a character with an adamantine masterwork dwarven waraxe. That's using nonmagical wealth to augment his powers in addition to the powers granted by the wealth-per-level rules, so he ends up more powerful. </p><p></p><p>Special materials, mighty bows, higher-masterwork house rules, or regular magic items available for purchase - anything that can be had with gp unhinges the idea that wealth-per-level now determines powers instead of magic items.</p></blockquote><p></p>
[QUOTE="Yair, post: 2278209, member: 10913"] This works well too, but it is a different flavor. When Thor picks up Mahonjir (IIRC?!) and strikes with it, he strikes [I]with Mahonjir[/I], he is not just channeling energy through axes in general. So it's cool to have both options, that's all I'm saying. Be weary of the "I'm throwing my sole +1 dagger... AGAIN" syndrome, though: require time/ritual/whatever if you allow characters to imbue ranged weapons with power. As long as you count them into the character's wealth per level, that's fine. But then, the whole "wealth determines powers, not items" idea is left hanging. Unless you're saying the amount of gp expanded into disposable items is negligable; in that case, yes, you can neglect them. This wasn't the case in my game, but hey we played at low levels. Certainly, and some good examples too. Bad terminology, I apologize. I mean items that depend on their material form, shape, or even composition to reasonably or properly function. For example, a +1 sword should be a +1 sword, a broom of flying can be a carpet, brooch, boots, wings, or anything else - or nothing at all. I was refering to NONmagical gear. For example, I had a character with an adamantine masterwork dwarven waraxe. That's using nonmagical wealth to augment his powers in addition to the powers granted by the wealth-per-level rules, so he ends up more powerful. Special materials, mighty bows, higher-masterwork house rules, or regular magic items available for purchase - anything that can be had with gp unhinges the idea that wealth-per-level now determines powers instead of magic items. [/QUOTE]
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