As DM, the job to pick items gives me some headaches. I'm never sure if I should give more, or less treasure, or if I'm being fair to each player, or if there is something else that might have been better for a player. Not all my players are as savvy with finding the right equipment from all the resources out there, so I tend to pick their items for them, trying to look out for their best interests.
To cut down on my dilemmas a little bit, I hand out ritual scrolls that "turn +1 weapon or implement into +2" or the like. I gave iron armbands to all who could use them, when they were going level 6 to 7. When they were going 5 to 6, as a story reward I had an elven witch upgrade all their neck items from +1 to +2. So I do the occasional blanket treasure to save myself some time.
When I'm a player, I tend to worry about the balance of party treasure against the monsters we fight. When your party is ill equipped, it takes forever to kill monsters, you end up needing more healing, and can't get through as many encounters a day.
I really want to be able to build 2 things into my next game. A rule similar to Inherent Bonuses, regardless of enchantment, when you hit a certain level, the bonuses go up. If I didn't have to worry about upgrading enhancement bonuses my life would be easier. Currently Inherent Bonuses don't work very well with feats like dual implement caster, healer's implement, etc. Maybe for my current game, I'll have an adventure where they get some tool to bond with their items, so the items begin to just upgrade themselves, I don't know.
The other house rule I want is a +1 item bonus to damage rolls at level 3/8/13/18/23/28. If I could bake that into the CB, I'd be ecstatic. I'm a bit sick of trying to point people toward tools that give them item bonuses such as staff of ruin, radiant weapon, iron armbands etc. I mean why does the warlock have to spend a feat to get proficiency with staff just to get that item bonus. Why is the fighter denied a magic shield... With the inherent item bonus, I'd be able to introduce a few more interesting items.
To cut down on my dilemmas a little bit, I hand out ritual scrolls that "turn +1 weapon or implement into +2" or the like. I gave iron armbands to all who could use them, when they were going level 6 to 7. When they were going 5 to 6, as a story reward I had an elven witch upgrade all their neck items from +1 to +2. So I do the occasional blanket treasure to save myself some time.
When I'm a player, I tend to worry about the balance of party treasure against the monsters we fight. When your party is ill equipped, it takes forever to kill monsters, you end up needing more healing, and can't get through as many encounters a day.
I really want to be able to build 2 things into my next game. A rule similar to Inherent Bonuses, regardless of enchantment, when you hit a certain level, the bonuses go up. If I didn't have to worry about upgrading enhancement bonuses my life would be easier. Currently Inherent Bonuses don't work very well with feats like dual implement caster, healer's implement, etc. Maybe for my current game, I'll have an adventure where they get some tool to bond with their items, so the items begin to just upgrade themselves, I don't know.
The other house rule I want is a +1 item bonus to damage rolls at level 3/8/13/18/23/28. If I could bake that into the CB, I'd be ecstatic. I'm a bit sick of trying to point people toward tools that give them item bonuses such as staff of ruin, radiant weapon, iron armbands etc. I mean why does the warlock have to spend a feat to get proficiency with staff just to get that item bonus. Why is the fighter denied a magic shield... With the inherent item bonus, I'd be able to introduce a few more interesting items.