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<blockquote data-quote="Theo R Cwithin" data-source="post: 5055595" data-attributes="member: 75712"><p>Well, the idea is a really nifty one, it just needs a better defined purpose, imho. </p><p></p><p>If going for the very low-cost things that can't be resold (like the green thread in my example), then a feat, without the virtual gp "bank" would suffice, IMHO. This would have more RP utility, though, rather than mechanical utility.</p><p></p><p>If actual functionality is the goal (eg, the grappling hook), then I think your way is a good start. I <em>do</em> think it could change the flavor of a campaign without some buy-in, though. But that buy-in might be as simple as basing it on real funds rather than "virtual" ones, at the PC's option: the gold really is spent (to a max amount); it's just left open exactly what it was spent on until the moment of need arises. The idea is "Of <em>course</em> the battle-hardened dungeon delver bought a ____ ; he knows what he's doing way better than some silly accountant in Iowa who pretends to be an elf at his kitchen table once a week!"</p><p></p><p>And if the goal is to avoid unfun untimely PC death or a prematurely wrecked campaign, then you might even consider allowing select low-power magic items in the mix as well (if the campaign can support it). The rationale here is that some things, like cure potions, are effectively "mundane" equipment in some settings-- and having an extra one at the right moment can potentially save a campaign.</p><p></p><p>At that point, it's almost getting into the same realm of utility as your "Extra d20" idea.... So maybe the two could be combined: cash out a d20 in the pool for an SRD item of less than (eg) 10xLevel gp or something. If worried that PCs will sell items on, attach a "karmic caveat" that such items are always mysteriously lost within 24 hours.</p><p></p><p> Glad to be of service! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>And FWIW, this thread has got a little bug in the back of my brain whispering to me ways of reworking the whole notion of "equipment" around something akin to this, so I can run a fast & furious one-shot dungeon delve with plentiful <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/HammerSpace" target="_blank">Hammer Space</a>! Hee hee! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5055595, member: 75712"] Well, the idea is a really nifty one, it just needs a better defined purpose, imho. If going for the very low-cost things that can't be resold (like the green thread in my example), then a feat, without the virtual gp "bank" would suffice, IMHO. This would have more RP utility, though, rather than mechanical utility. If actual functionality is the goal (eg, the grappling hook), then I think your way is a good start. I [I]do[/I] think it could change the flavor of a campaign without some buy-in, though. But that buy-in might be as simple as basing it on real funds rather than "virtual" ones, at the PC's option: the gold really is spent (to a max amount); it's just left open exactly what it was spent on until the moment of need arises. The idea is "Of [I]course[/I] the battle-hardened dungeon delver bought a ____ ; he knows what he's doing way better than some silly accountant in Iowa who pretends to be an elf at his kitchen table once a week!" And if the goal is to avoid unfun untimely PC death or a prematurely wrecked campaign, then you might even consider allowing select low-power magic items in the mix as well (if the campaign can support it). The rationale here is that some things, like cure potions, are effectively "mundane" equipment in some settings-- and having an extra one at the right moment can potentially save a campaign. At that point, it's almost getting into the same realm of utility as your "Extra d20" idea.... So maybe the two could be combined: cash out a d20 in the pool for an SRD item of less than (eg) 10xLevel gp or something. If worried that PCs will sell items on, attach a "karmic caveat" that such items are always mysteriously lost within 24 hours. Glad to be of service! ;) And FWIW, this thread has got a little bug in the back of my brain whispering to me ways of reworking the whole notion of "equipment" around something akin to this, so I can run a fast & furious one-shot dungeon delve with plentiful [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/HammerSpace"]Hammer Space[/URL]! Hee hee! :D ) [/QUOTE]
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