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<blockquote data-quote="Balesir" data-source="post: 6126974" data-attributes="member: 27160"><p>Some nice ideas already: encounter powers recharging on a standard action is intriguing; if I were to include persistent wounds I think I would use the disease track for penalties to Attack and/or Defences and/or skill rolls rather than a hit point cap, but it's an interesting concept.</p><p></p><p>My own contribution concerns magic items. I really like 4E's split between magic items as a party build resource and artifacts as DM controlled "world elements", but I did get a bit fed up during the earlier levels with the way any cash is far better hoarded to buy "proper (i.e. permanent) magic items" than used for anything else.</p><p></p><p>My solution is to split out "residuum" as the "raw stuff" of magic items; making a magic item needs its full value in residuum - no other substance will do. You can add in other, mundane elements for colour (slalmander blood for the flame tongue sword, etc.), but the full value in residuum is non-negotiable. Disenchant rituals give full value in residuum, not just 20% or whatever, so there is a "law of conservation of residuum" - it doesn't go away, but the politics of where and how it is created/mined might be a nice, world-specific plot hook.</p><p></p><p>Money is still needed for the rituals used to enchant, disenchant, move and change enchantments and so on - and maybe also for the "blueprints" needed to make specific magic items. In some circumstances residuum might even be available for sale - at whatever exchange rate fits the game.</p><p></p><p>Money can meanwhile also be used for other rituals, consumables, gear that gives bonuses to skill rolls (one-off, like bribes and disguise materials, or persistent, like climbing kits and so on), castles or other bases.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6126974, member: 27160"] Some nice ideas already: encounter powers recharging on a standard action is intriguing; if I were to include persistent wounds I think I would use the disease track for penalties to Attack and/or Defences and/or skill rolls rather than a hit point cap, but it's an interesting concept. My own contribution concerns magic items. I really like 4E's split between magic items as a party build resource and artifacts as DM controlled "world elements", but I did get a bit fed up during the earlier levels with the way any cash is far better hoarded to buy "proper (i.e. permanent) magic items" than used for anything else. My solution is to split out "residuum" as the "raw stuff" of magic items; making a magic item needs its full value in residuum - no other substance will do. You can add in other, mundane elements for colour (slalmander blood for the flame tongue sword, etc.), but the full value in residuum is non-negotiable. Disenchant rituals give full value in residuum, not just 20% or whatever, so there is a "law of conservation of residuum" - it doesn't go away, but the politics of where and how it is created/mined might be a nice, world-specific plot hook. Money is still needed for the rituals used to enchant, disenchant, move and change enchantments and so on - and maybe also for the "blueprints" needed to make specific magic items. In some circumstances residuum might even be available for sale - at whatever exchange rate fits the game. Money can meanwhile also be used for other rituals, consumables, gear that gives bonuses to skill rolls (one-off, like bribes and disguise materials, or persistent, like climbing kits and so on), castles or other bases. [/QUOTE]
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