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General Tabletop Discussion
*Pathfinder & Starfinder
Magic is needed. In what forms, is the question.
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<blockquote data-quote="Frum" data-source="post: 1485668" data-attributes="member: 6256"><p><strong>leveled equipment</strong></p><p></p><p>In my current campaign, I am working with a reduced wealth per level system. Much of the item wealth the characters would gain increases by level, but the wealth amounts apply to the equipment that they are already using, or equipment that they buy or find.</p><p></p><p>I find that this really works for me, as I feel no compulsion to give out a metric ton of magical items that I would not allow to be sold (as you wouldn't), many of which would become useless later. Essentially, in my campaigns, I use 75% of the wealth amount as listed in the DMG. 1 third of that amount is found as money, gems, magical items, art, etc. The other two thirds are mapped out in a per character level progression. When a character has enough to 'buy' a new enchantment on a treasured item, they can do so, using the costs and balances of equivalent magical items.</p><p></p><p>It has worked well so far, as my players often request unique kinds of magical effects for their items that really make their characters seem more heroic or unique. It tends to lend itself to a 'items grow with the characters' feel, in which weapons and armor used by the heroes really do become powerful and legendary as they are. So far, no balance issues, but this may become more pronounced as we reach higher levels (the PC's are currently level 7). Maybe that is something more like what you are looking for, but I can't vouch for its balance beyond what I have already experienced, so it might need tweaking, and might fail in a campaign with a different monster palette than my own.</p></blockquote><p></p>
[QUOTE="Frum, post: 1485668, member: 6256"] [b]leveled equipment[/b] In my current campaign, I am working with a reduced wealth per level system. Much of the item wealth the characters would gain increases by level, but the wealth amounts apply to the equipment that they are already using, or equipment that they buy or find. I find that this really works for me, as I feel no compulsion to give out a metric ton of magical items that I would not allow to be sold (as you wouldn't), many of which would become useless later. Essentially, in my campaigns, I use 75% of the wealth amount as listed in the DMG. 1 third of that amount is found as money, gems, magical items, art, etc. The other two thirds are mapped out in a per character level progression. When a character has enough to 'buy' a new enchantment on a treasured item, they can do so, using the costs and balances of equivalent magical items. It has worked well so far, as my players often request unique kinds of magical effects for their items that really make their characters seem more heroic or unique. It tends to lend itself to a 'items grow with the characters' feel, in which weapons and armor used by the heroes really do become powerful and legendary as they are. So far, no balance issues, but this may become more pronounced as we reach higher levels (the PC's are currently level 7). Maybe that is something more like what you are looking for, but I can't vouch for its balance beyond what I have already experienced, so it might need tweaking, and might fail in a campaign with a different monster palette than my own. [/QUOTE]
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Magic is needed. In what forms, is the question.
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