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Less magical item dependance; an Idea - Testing the waters
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<blockquote data-quote="RangerWickett" data-source="post: 897997" data-attributes="member: 63"><p><strong>Four-Color to Fantasy</strong>, published by Natural 20 Press <em>(now E.N. Publishing)</em>, focuses on adding super powers and a myriad of minor special abilities to any D20 game. The primary method of gaining these powers is through taking the Hero class, which just grants super powers; it's similar to a racial class or a level adjustment.</p><p></p><p>However, we do have an alternative option for if you want to have your character gain special powers rather than have magic items. This is intended to replace the numerous 'utility' items you see in so many games. I'm sure no one is arguing that having famous magical swords is bad, or that it's not cool to find a magic item like a carpet of flying or a apparatus of kwalish. However, it's the numerical items, the Belts of Strength, Bracers of Armor, and Cloaks of Protection that get on the nerves. </p><p></p><p>These are not magical items of great mystery and majesty; they're power-ups, and as such are rather boring. Why do so many simple power-ups exist, and why should you feel obligated to give out these power-ups just so that the PCs have proper ACs and attack bonuses?</p><p></p><p>There is an optional system presented in FCTF that guestimates what level of super powers is equivalent to a given GP amount of magic items. With this system, you can hand out all the cool, legendary items and exotic, nifty items you want, without having to keep track of how many random AC, Attack, and save bonuses each PC and NPC has.</p><p></p><p>In the revised version, coming out soon to be compatible with d20 Modern as well as D&D, we're going to include a template of what would be a standard set of powers to replace your magic items with. This also would cut down on the need of giving NPC villains and henchmen tons of minor magic items that PCs will eventually have too much of. Instead, all NPCs could just have minor powers appropriate to their level.</p><p></p><p>Alternately, if you want to pass on standard statistical bonuses, you can get cool powers, like the above-mentioned wall-running, high-jumping, or kamehameha energy blasting. I personally think it's much cooler to have a high-level monk who can fire classic ki blasts, or to have a cleric with actual angelic wings and a holy aura, rather than having a few cloaks of protection and an amulet of natural armor.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 897997, member: 63"] [b]Four-Color to Fantasy[/b], published by Natural 20 Press [i](now E.N. Publishing)[/i], focuses on adding super powers and a myriad of minor special abilities to any D20 game. The primary method of gaining these powers is through taking the Hero class, which just grants super powers; it's similar to a racial class or a level adjustment. However, we do have an alternative option for if you want to have your character gain special powers rather than have magic items. This is intended to replace the numerous 'utility' items you see in so many games. I'm sure no one is arguing that having famous magical swords is bad, or that it's not cool to find a magic item like a carpet of flying or a apparatus of kwalish. However, it's the numerical items, the Belts of Strength, Bracers of Armor, and Cloaks of Protection that get on the nerves. These are not magical items of great mystery and majesty; they're power-ups, and as such are rather boring. Why do so many simple power-ups exist, and why should you feel obligated to give out these power-ups just so that the PCs have proper ACs and attack bonuses? There is an optional system presented in FCTF that guestimates what level of super powers is equivalent to a given GP amount of magic items. With this system, you can hand out all the cool, legendary items and exotic, nifty items you want, without having to keep track of how many random AC, Attack, and save bonuses each PC and NPC has. In the revised version, coming out soon to be compatible with d20 Modern as well as D&D, we're going to include a template of what would be a standard set of powers to replace your magic items with. This also would cut down on the need of giving NPC villains and henchmen tons of minor magic items that PCs will eventually have too much of. Instead, all NPCs could just have minor powers appropriate to their level. Alternately, if you want to pass on standard statistical bonuses, you can get cool powers, like the above-mentioned wall-running, high-jumping, or kamehameha energy blasting. I personally think it's much cooler to have a high-level monk who can fire classic ki blasts, or to have a cleric with actual angelic wings and a holy aura, rather than having a few cloaks of protection and an amulet of natural armor. [/QUOTE]
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