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*TTRPGs General
Less magical item dependance; an Idea - Testing the waters
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<blockquote data-quote="howandwhy99" data-source="post: 894884" data-attributes="member: 3192"><p>This is a great idea. I would go so far as to buy a product that offered such a system. </p><p></p><p></p><p>I do have one suggestion:</p><p>One of my pet peeves is the balancing of PC's when they have used XP to 'buy off' a number of powers using one of the XP Paths. The trouble comes in when you look at two equally leveled characters, but one has spent 10's of 1000's of experience on non-leveling powers. Both may be 8th level, but the one may be closer to 12th or 13th because of all the XP spent. I think Savage Species follows this guideline. Instead of 'buying off' a set level of XP when you - say - get bitten by a werewolf and gain the template, the PC must spend his next few levels on the race.</p><p></p><p>SO, I would suggest not using an XP-based system. Instead try balancing characters with the listed GP values from the DMG instead. It seems to me, that you are replacing magic items with special powers in order to give PC's cool abilities and retain the rarity of powerful items. It may sound simplistic, but in the system rules aren't these essentially the same thing? Magic item give magical abilities that normally don't fall in to race or class abilities. By using the Magic Item Creation rules for each power you maintain the standard game balance and allow for just about any power you like. How you confer those powers in game is up to you.</p><p></p><p>One drawback I can see is the doubling cost of 'nonremovable' magic items. Depending on how your world works, though, maybe they can be removed or stolen. Maybe the drawbacks you suggested for magic weapons could be used to reduce the price of (magic-itemized) powers? Cursed items seem to get price reduction somehow. Hopefully, questons like this will be answered in the new revised books.</p><p></p><p>The other potential problem is one central to D20; GP value in terms of PC power. Personally, it would be nice to be able to have the PC's keep a running total of 'net worth' on the sheet like the overall skill point total. Bought power costs could be listed just like equipment. One potential pitfall with this, unfortunately, is players comparing 'net worth' to see who's PC is getting a bigger peice of the pie.</p><p></p><p>Anyways, please keep working on this. I think it could really change our style of play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 894884, member: 3192"] This is a great idea. I would go so far as to buy a product that offered such a system. I do have one suggestion: One of my pet peeves is the balancing of PC's when they have used XP to 'buy off' a number of powers using one of the XP Paths. The trouble comes in when you look at two equally leveled characters, but one has spent 10's of 1000's of experience on non-leveling powers. Both may be 8th level, but the one may be closer to 12th or 13th because of all the XP spent. I think Savage Species follows this guideline. Instead of 'buying off' a set level of XP when you - say - get bitten by a werewolf and gain the template, the PC must spend his next few levels on the race. SO, I would suggest not using an XP-based system. Instead try balancing characters with the listed GP values from the DMG instead. It seems to me, that you are replacing magic items with special powers in order to give PC's cool abilities and retain the rarity of powerful items. It may sound simplistic, but in the system rules aren't these essentially the same thing? Magic item give magical abilities that normally don't fall in to race or class abilities. By using the Magic Item Creation rules for each power you maintain the standard game balance and allow for just about any power you like. How you confer those powers in game is up to you. One drawback I can see is the doubling cost of 'nonremovable' magic items. Depending on how your world works, though, maybe they can be removed or stolen. Maybe the drawbacks you suggested for magic weapons could be used to reduce the price of (magic-itemized) powers? Cursed items seem to get price reduction somehow. Hopefully, questons like this will be answered in the new revised books. The other potential problem is one central to D20; GP value in terms of PC power. Personally, it would be nice to be able to have the PC's keep a running total of 'net worth' on the sheet like the overall skill point total. Bought power costs could be listed just like equipment. One potential pitfall with this, unfortunately, is players comparing 'net worth' to see who's PC is getting a bigger peice of the pie. Anyways, please keep working on this. I think it could really change our style of play. [/QUOTE]
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Less magical item dependance; an Idea - Testing the waters
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