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Messing with the basic assumptions of the system
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<blockquote data-quote="FireLance" data-source="post: 4018171" data-attributes="member: 3424"><p>I've done <strong>divorcing XP from in-game events</strong>. PCs just gain one level after every adventure because my group likes a fast pace of advancement. Spells that require an XP cost require an expensive power component instead.</p><p></p><p>In addition, I also <strong>divorce the acquisition of treasure, wealth and gear from in-game events</strong>. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level. So, a 2nd-level PC with 900 gp of gear, say, a masterwork greatsword, breastplate, a composite longbow [+2 damage bonus], ammunition, and other adventuring equipment, makes a level. He can select up to 2,700 gp of gear, say, a masterwork spiked chain, full plate armor, a masterwork composite longbow [+1 damage bonus], a <em>potion of bull's strength</em>, a <em>potion of cure light wounds</em>, ammunition, and other adventuring equipment.</p><p></p><p>The standard in-game explanation for how the PC's gear improves is that he belongs to an organization that keeps him appropriately equipped. Along the way, our group has developed additional handwaves: some magic items actually improve with the character (as a paladin grows in power, the <em>+1 longsword</em> he frequently uses becomes a <em>+1 holy longsword</em>, for example) or change because of in-game events (the <em>+1 holy longsword</em> dealt the final blow to a demon and now thirsts for the blood of other fiends, becoming a <em>+1 holy evil outsider bane longsword</em>), the character is given a reward, the character gains an inheritance, the character actually finds treasure at the end of the adventure, etc.</p><p></p><p>I've found that this shifts attention towards the character and story elements, and away from the penny-pinching accounting that has characterized many of my previous campaigns (PCs tend to avoid using charged and one-shot items, loot every last piece of equipment from dead bodies to sell, and keep track of every single arrow and copper piece). It also cuts down on intra-party squabbling about who gets what, and saves the DM the hassle of second-guessing what the players want, and placing appropriate treasure in the adventure. In addition, it ensures that the PCs are relatively well-balanced with respect to each other (nobody gets all the good magic items) and with the challenges they are expected to face (they are always equipped with a reasonable amount of gear for their level).</p></blockquote><p></p>
[QUOTE="FireLance, post: 4018171, member: 3424"] I've done [B]divorcing XP from in-game events[/B]. PCs just gain one level after every adventure because my group likes a fast pace of advancement. Spells that require an XP cost require an expensive power component instead. In addition, I also [B]divorce the acquisition of treasure, wealth and gear from in-game events[/B]. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level. So, a 2nd-level PC with 900 gp of gear, say, a masterwork greatsword, breastplate, a composite longbow [+2 damage bonus], ammunition, and other adventuring equipment, makes a level. He can select up to 2,700 gp of gear, say, a masterwork spiked chain, full plate armor, a masterwork composite longbow [+1 damage bonus], a [I]potion of bull's strength[/I], a [I]potion of cure light wounds[/I], ammunition, and other adventuring equipment. The standard in-game explanation for how the PC's gear improves is that he belongs to an organization that keeps him appropriately equipped. Along the way, our group has developed additional handwaves: some magic items actually improve with the character (as a paladin grows in power, the [I]+1 longsword[/I] he frequently uses becomes a [I]+1 holy longsword[/I], for example) or change because of in-game events (the [I]+1 holy longsword[/I] dealt the final blow to a demon and now thirsts for the blood of other fiends, becoming a [I]+1 holy evil outsider bane longsword[/I]), the character is given a reward, the character gains an inheritance, the character actually finds treasure at the end of the adventure, etc. I've found that this shifts attention towards the character and story elements, and away from the penny-pinching accounting that has characterized many of my previous campaigns (PCs tend to avoid using charged and one-shot items, loot every last piece of equipment from dead bodies to sell, and keep track of every single arrow and copper piece). It also cuts down on intra-party squabbling about who gets what, and saves the DM the hassle of second-guessing what the players want, and placing appropriate treasure in the adventure. In addition, it ensures that the PCs are relatively well-balanced with respect to each other (nobody gets all the good magic items) and with the challenges they are expected to face (they are always equipped with a reasonable amount of gear for their level). [/QUOTE]
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