You, my friend, might like to check out Iron Heroes.Kheti sa-Menik said:What I want to get rid of is this dependance on the item.
It seems in the current game, if a PC gets robbed/taken/swindled/captured and his +3 holy flaming bursting bastard sword of greatness is removed from him, and he is relegated to a normal or masterwork greatsword, he will whine because he either spent so much money or something else. He will complain that with the normal bastard sword, his character isn't anywhere near as powerful and such.
I want that percieved reliance to go away. I want a PC who loses their masterwork (level 2) bastard sword to say, when robbed of this and offered a normal bastard sword, to say "that's okay, my feats and skills and attributes are what make me powerful and strong, not my sword of uberness."
And, speaking of which...But I don't mind giving small bumps of power when it comes to items, but I would rather they be because of the craft of the item, not enchanted.
So I thought a mastercraft system would be neat. It would be capped so not to get ridiculous....i'm not sure it would deliver bonuses up to +5 even.
While I understand the appeal of a low-magic game because it makes magic seem more fantastic, I've never understood wanting to take away magic because players get too reliant on it.Kheti sa-Menik said:What I want to get rid of is this dependance on the item.
It seems in the current game, if a PC gets robbed/taken/swindled/captured and his +3 holy flaming bursting bastard sword of greatness is removed from him, and he is relegated to a normal or masterwork greatsword, he will whine because he either spent so much money or something else. He will complain that with the normal bastard sword, his character isn't anywhere near as powerful and such.
I want that percieved reliance to go away. I want a PC who loses their masterwork (level 2) bastard sword to say, when robbed of this and offered a normal bastard sword, to say "that's okay, my feats and skills and attributes are what make me powerful and strong, not my sword of uberness."
But I don't mind giving small bumps of power when it comes to items, but I would rather they be because of the craft of the item, not enchanted.
So I thought a mastercraft system would be neat. It would be capped so not to get ridiculous....i'm not sure it would deliver bonuses up to +5 even.
sniffles said:While I understand the appeal of a low-magic game because it makes magic seem more fantastic, I've never understood wanting to take away magic because players get too reliant on it.![]()
Naturally the PCs are going to get attached to their stuff. Aren't we all attached to our stuff in real life? If someone comes along and takes away my car and makes me walk everywhere I know I'm going to complain. What's wrong with the players complaining if they lose their stuff? They probably worked pretty hard for that +3 bastard sword of uberness.
And unless you give them extra feats, they're never going to be as powerful of themselves as they will be with a nice magic weapon or piece of armor in their possession.
I'd also like to comment that if I were a player in your game and you instituted any rules changing the availability of items after the game commenced, I'd be pretty annoyed. I hope you made clear up front that your game was going to be low-magic and you intended to alter the written rules.
And, speaking of which...
http://www.iron-league.com/displayc...tId=4&iConID=88
That's a variant masterwork/mastercraft system based on, but a little less D&D-like, than the Black Company system.