JohnSnow said:
Yeah, I was thinking about yoinking this too. Although, I actually have a suggestion that I KNOW won't break game balance.
Give out the extra bonus as if it were treasure. Don't tie it to a specific level, but rather to a particular encounter. If you pre-determine it, you can give the PC that proper interim "boost," and the feeling of incremental improvement, without handing out a new item.
There's no reason that all those encounter-specific "bumps" (usually treasure) have to take the form of physical objects.
Just a thought.
Also seems to make sense to hand them out during the climax of an encounter. Not sure if it should come before or after a critical point though.
These non-item item increases strike me as stemming from the ability of these types of heroes to overcome. It's the reaching deep inside yourself and rising to heights you didn't know you were capable of.
Hmmmm. How about this for an extreme example of a no magic items game. Throw out the treasure tables pretty much. All gold is basically for RP purposes. Magic items cannot be bought or made. They effectively don't exist. Another type of reward from encounters, given only once each level to each character, called an "item marker". Complete meta-game construct, like action points. These would have a level that's two higher than the receiving character. So a level 2 character would get a level 4 item marker. These can be saved as long as you wish. They do not level up with the character. So a level 4 character could have a 3, 4, 5 and a 6 level marker in an extreme case.
You may spend a marker as a free action at any time, once an encounter. Spending a marker has one of the following effects:
1) Immediately ends all save ends effects on you with no aftereffects.
2) Increases your attack rolls by +2 and your damage by 10/20/30 (heroic/paragon/epic) until the end of your next turn
3) Increases your AC and defenses by +4 until the end of your next turn
In addition, the marker gives you the effects of an item of your choice of its level or lower, forever, inherently, as if you always have the item equipped (although you will actually need a weapon or armor equipped to gain the effects of a marker spent for a weapon or armor). These rules would not ignore slots. Using a marker to gain the effect of an item when you already have one spent for that slot changes what is in that slot. Customize what items you allow based on class, general magic level, whatever.
It sacrifices the treasure mattering to the mechanics, as well as the fun of the unpredictability of treasure and places a much greater emphasis on what the characters are capable of, but it seems like it might create some pretty epic moments for the characters to pull out their fancy new tricks, doesn't it?
