Magic-Mart (AKA Solving the treasure dilemma)

Nonlethal Force

First Post
Okay, I've been a member around these parts for a few years. Like 4 or 5 years. And most of the big complaints that I've heard revolve around the dependence of the game on a character's gear. I've heard arguments about how Disjunction is broken because it basically ends the game if successful. I've heard DMs complain (and rightly so) about how long it takes to prep treasure for encounters. I've heard DMs complain about how it is so hard to balance equipping the BBEGs with appropriate treasure because if the appropriate stuff falls into the hands of the players then they get too powerful. DMs complain about Magic-marts destroying the believability of the game world. Players complain about their DM not handing out the "right" equipment for their character's needs. Players and DMs argue about whether or not a character should get replacement gold when they use consumable resources such as potions, oils, scrolls, and wands.

It is time for this to end.

No, really. It is time for it to end.

I just wrote a product that Dreamscarred Press published in pdf form for $2.95 called Complete Gear. It can be found here. Within its 13 pages are words that honestly form a solution to all of the above problems. The most important one for me (and why I wrote it) is that as a DM this will save me oodles and oddles of time and allow me to be less concerned about the fragile impact that gear has on the balance of the game. Plus, it means turning things like gold and gemstones into fun commodities that can be blown on barmaids and innkeepers as opposed to being horded for magic items.

And, for those interested, it basically follows an "attunement" or "influence" model. I wouldn't quite go so far as to say an "infusion" model, because the character doesn't lose anything of themself should an item get sundered or disjoined. But it does follow an influence model while also maintaining the balance of the gp system that 3.5 already employs.

Anyway, sorry for the self-promotion. I would have putthis in the publishers forum, but I am not the publisher so I didn't want to step on anyone's toes. Also, I know that many who come to this forum are DMs, and I wanted to get the word out to them especially. And for the record, it isn't really even 3.5 specific. It could be used for any game that uses a "gold/dollar" standard for wealth.

Again, sorry for the shameless promotion. I just thought that $2.95 is a great price for removing all the treasure headaches created in an RPG game. Use the information however you would desire.
 
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You are certainly welcome. Of course, to be fair this work doesn't replace a character's dependence on gear. What it does replace is the DM's struggle against treasure, handing it out, making sure that magic-marts are in every town, etc. And it replaces the player's frustration of the fact that a DM may not make access available to the gear that they really want.

Unfortunately, I would love to come out with a system that replaces a character's dependence upon gear. But that would require an overhaul of the entire monster creation system because monsters of X level are built assuming a character has access to W, Y, and Z items. (Cloak of Resistance, +Y weapon, +Z armor, and probably a few stat boosting weapons).

I just wanted to post this so that the premise of the work is clarified.
 

Thanks again. The concept of these magic shops always reminds me of the description from Greg Costikyan's novel Another Day, Another Dungeon...things like a sign above a pile of swords reading "Untested Magic Swords, L10 each, L100 for a dozen." LOL. I've always hated PCs being able to purchase anything anywhere they want.
 


Absolutely welcome. And I thought I saw you over on the DSP forums as their newest member! I hope you and your players enjoy the resource. And, if you didn't see the forums, there is a forum there called Mentalis Design. If you have any questions about the product, go to that forum and either ask in the current Complete Gear thread or make up a new thread. I'm there every day. I'm here that often as well, but with this place being so much bigger a thread is more likely to get lost here than over there.
 

Unfortunately, I would love to come out with a system that replaces a character's dependence upon gear. But that would require an overhaul of the entire monster creation system because monsters of X level are built assuming a character has access to W, Y, and Z items. (Cloak of Resistance, +Y weapon, +Z armor, and probably a few stat boosting weapons).

Why would you need to overhaul the monster system in order to give the PCs an unnamed, non-gear boost every three levels?

+1 to attack and damage (replaces magic weapon enhancement)
+1 resistance (replaces cloak)
+1 ability score boost (or +2 every six levels if you're a stickler)
+3 AC (replaces deflection, natural armor, and magic armor)

There's your Big Six.
 

Why would you need to overhaul the monster system in order to give the PCs an unnamed, non-gear boost every three levels?
Indeed. For my own house rules, I went over the basic system a few times, to make sure I got it right (or 'right enough', anyway), then went ahead and modified said basic system, to get rid of item dependence altogether (i.e., not items altogether).

And yeah, it's not that difficult to figure out, really.
 

Why would you need to overhaul the monster system in order to give the PCs an unnamed, non-gear boost every three levels?

I get your point, and I understand it. But my point was to say that the game assumes a dependence on certain increases. I'm not interested in simply handing out the free bonuses that you suggest. To me, that's just like saying the game expects this so we're going to make it free just to accomodate the game. That's not what interests me - although it is easy.

If I am going to truly remove a character's dependence upon gear, I would want to truly remove it. I wouldn't want to make a patch so the players get what the game expects while allowing them to live behind a veil that gives them the feeling of non-gear dependence. I'd want to give them true freedom.

In the end, it is merely a change of perspective. There is noting wrong with simply giving out the "big six" as class boosts or character level boosts just to meet the game assumptions. But that wasn't the vision to which I was referring when I wrote what I did.
 


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