I was wondering if there was a level 1 to 20 class that was given a weapon, and the weapon increased in power as the character went up.
I'm thinking of doing this for my next campaign, due to how my potential players tend to like their games.
All stats start at 11 and they roll 2d6 and add it to the base, yep this makes an average of all 18's down the line. This is due to the fact that recently all of the characters in the last 3 games someone ran, the DM gave about 12th level treasure to begining characters. I would rather just get the ability scores out of the way from the get go.
Everyone gets a masterwork weapon and one suit of masterwork armor at 1st level. As you gain levels the masterwork weapon and armor will raise in power to cap at a +5 weapon enhancement. The only things armor and weapons can be enchanted with is those that have a cost value not a bonus value. IE no flaming, good alignned, holy etc.. weapons.
I will bring in the Augment Crystals from Magic Item copendium as a way to modify the weapons.
For those who don't know where I am coming from see my Monty Haul campaign Thread. In my opinion I believe it is better to have high ability scores than give 1-3rd level characters weapons like +5 holy, bane, flaming Burst, weapons or +5 suits of armor with 3-4 abilities.
This way say at 15th level the fighter would have a weapon with a +5 enchancement bonus and perhaps have a 26 strength. So say he had a great sword he would be doing 2d6 + 13 points of damage.
How will these characters bypass DR you may ask. Align Weapon and the amount of damage they do will handle that. I don't think we have cast any spells along that line in at least a year perhaps a lot more. No real point when you have weapons and armor with bonuses in the +8 to +10, when you are below 10th level.
What do you think. BTW this is not a troll, I am seriously thinking of a way to give what my group wants, without resorting to giving them tons of treasure. The way above will still give them their armor and weapons (albiet in a different light), and I can give them other things than the big six items. At least with the above stat modifiers along with their feats they can say it is their characters that are more important than the items they are carrying.
I'm thinking of doing this for my next campaign, due to how my potential players tend to like their games.
All stats start at 11 and they roll 2d6 and add it to the base, yep this makes an average of all 18's down the line. This is due to the fact that recently all of the characters in the last 3 games someone ran, the DM gave about 12th level treasure to begining characters. I would rather just get the ability scores out of the way from the get go.
Everyone gets a masterwork weapon and one suit of masterwork armor at 1st level. As you gain levels the masterwork weapon and armor will raise in power to cap at a +5 weapon enhancement. The only things armor and weapons can be enchanted with is those that have a cost value not a bonus value. IE no flaming, good alignned, holy etc.. weapons.
I will bring in the Augment Crystals from Magic Item copendium as a way to modify the weapons.
For those who don't know where I am coming from see my Monty Haul campaign Thread. In my opinion I believe it is better to have high ability scores than give 1-3rd level characters weapons like +5 holy, bane, flaming Burst, weapons or +5 suits of armor with 3-4 abilities.
This way say at 15th level the fighter would have a weapon with a +5 enchancement bonus and perhaps have a 26 strength. So say he had a great sword he would be doing 2d6 + 13 points of damage.
How will these characters bypass DR you may ask. Align Weapon and the amount of damage they do will handle that. I don't think we have cast any spells along that line in at least a year perhaps a lot more. No real point when you have weapons and armor with bonuses in the +8 to +10, when you are below 10th level.
What do you think. BTW this is not a troll, I am seriously thinking of a way to give what my group wants, without resorting to giving them tons of treasure. The way above will still give them their armor and weapons (albiet in a different light), and I can give them other things than the big six items. At least with the above stat modifiers along with their feats they can say it is their characters that are more important than the items they are carrying.