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Managing Equipment Creep in Fantasy RP?
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<blockquote data-quote="Sylrae" data-source="post: 5082191" data-attributes="member: 48520"><p>I'm liking these ways of dealing with the second ship. If they had to pick, I imagine they would toss their old ship, since it has holes blown in it, and since the new ship has 3 cannons on either side.</p><p></p><p>Some of those are good suggestions. As for the local authorities, they ARE Pirates. They just left the biggest city when they got on their semi-legitimate sailing ship. It's run by a retired pirate.</p><p></p><p>You make a good point in not letting them turn all their gold into gear.</p><p></p><p>But I'm still having the problem of:</p><p></p><p>"You fight a bunch of Drow"</p><p>"There are enough of them that all of you just upgraded some piece of equipment you own, plus the gold for whatever you happen to be able to sell."</p><p>"You now have enough good equipment in enough good places that youre better than your CR."</p><p></p><p>If I tone Down the enemy equipment, they slaughter them. If I turn it up, they all get amazing equipment.</p><p></p><p>This is my first game with alot of NPCs as enemies.</p><p></p><p>Should I just be throwing high level NPCs at them with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> gear? Make the goblins be a level higher than them but with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> for equipment? (That's what I did with the pirates, the only ones with any decent gear were the captain and first mate: A ring of healing (holds 5 charges of cure x wounds spells), and a Vampiric Large-Creature-Sized Greatsword wielded by the Minotaur Pirate).</p><p></p><p>Is that a good way to deal with the problem?</p><p></p><p>I suppose your solution of gold <> (!=) combat gear is a decent point, it's just feeling like an arms race, and I'm trying to make sure I don't make things too easy, but at the same time, trying to make sure I dont have to start exponentially raising all of the CRs of the encounters in the adventure path I'm using..</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5082191, member: 48520"] I'm liking these ways of dealing with the second ship. If they had to pick, I imagine they would toss their old ship, since it has holes blown in it, and since the new ship has 3 cannons on either side. Some of those are good suggestions. As for the local authorities, they ARE Pirates. They just left the biggest city when they got on their semi-legitimate sailing ship. It's run by a retired pirate. You make a good point in not letting them turn all their gold into gear. But I'm still having the problem of: "You fight a bunch of Drow" "There are enough of them that all of you just upgraded some piece of equipment you own, plus the gold for whatever you happen to be able to sell." "You now have enough good equipment in enough good places that youre better than your CR." If I tone Down the enemy equipment, they slaughter them. If I turn it up, they all get amazing equipment. This is my first game with alot of NPCs as enemies. Should I just be throwing high level NPCs at them with :):):):):):) gear? Make the goblins be a level higher than them but with :):):):) for equipment? (That's what I did with the pirates, the only ones with any decent gear were the captain and first mate: A ring of healing (holds 5 charges of cure x wounds spells), and a Vampiric Large-Creature-Sized Greatsword wielded by the Minotaur Pirate). Is that a good way to deal with the problem? I suppose your solution of gold <> (!=) combat gear is a decent point, it's just feeling like an arms race, and I'm trying to make sure I don't make things too easy, but at the same time, trying to make sure I dont have to start exponentially raising all of the CRs of the encounters in the adventure path I'm using.. [/QUOTE]
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