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Just say NO to buff items, the crack of D&D.
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<blockquote data-quote="Sir Whiskers" data-source="post: 1469223" data-attributes="member: 6941"><p>A house rule someone posted a while back would eliminate buffing items completely - no such items exist in his campaign and they can't be researched/created. IIRC, his alternative was as follows:</p><p></p><p>Whenever a character gains a level, it gains 10 "attribute points".</p><p>Attribute points can be spent immediately, or saved up for later use.</p><p>Raising a stat costs a number of attribute points equal to the new stat's value, e.g., raising Str from 18 to 19 costs 19 attribute points. </p><p>Stats must be raised one points at a time, e.g., raising Str from 18 to 20 costs 19 + 20 attribute points (increase to 19, then increase to 20).</p><p></p><p>If you start with a 1st-level character, by the time he is 20th level, he'll have 190 attribute points. That sounds like a lot, but once stats get in the 20's, they'll go quickly. Basically means the character can have a lot of good stats, or one really, really good stat. This makes the concept self-balancing.</p><p></p><p>If (for some reason) you want higher stat increases, have the characters gain 10 + level attribute points each time they level. If you want lower stat increases, just change the 10 points gained each level to a smaller number - 9, 8, etc.</p><p></p><p>Note: characters do not also gain a free stat increase at every 4 levels with this system.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1469223, member: 6941"] A house rule someone posted a while back would eliminate buffing items completely - no such items exist in his campaign and they can't be researched/created. IIRC, his alternative was as follows: Whenever a character gains a level, it gains 10 "attribute points". Attribute points can be spent immediately, or saved up for later use. Raising a stat costs a number of attribute points equal to the new stat's value, e.g., raising Str from 18 to 19 costs 19 attribute points. Stats must be raised one points at a time, e.g., raising Str from 18 to 20 costs 19 + 20 attribute points (increase to 19, then increase to 20). If you start with a 1st-level character, by the time he is 20th level, he'll have 190 attribute points. That sounds like a lot, but once stats get in the 20's, they'll go quickly. Basically means the character can have a lot of good stats, or one really, really good stat. This makes the concept self-balancing. If (for some reason) you want higher stat increases, have the characters gain 10 + level attribute points each time they level. If you want lower stat increases, just change the 10 points gained each level to a smaller number - 9, 8, etc. Note: characters do not also gain a free stat increase at every 4 levels with this system. [/QUOTE]
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Just say NO to buff items, the crack of D&D.
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