Personal power, not magical items

DanMcS

Explorer
I'm trying to figure out how to crack the dependance on magical items for fighting at higher levels.

So basically, right now, medium simple weapons do a d6, 20/x3. These features can step around a bit, for instance, d6, 19-20/x2, or d4, 20/x4. Blunt weapons lose a step (d6, 20/x2). Ignore issues of size and stuff for a moment.

Spending a feat gets you a martial weapon, which improves the weapon one step, to a base d8 20/x3, again fungible. Another feat beyond that gets you exotic, for another step up typically (ignoring things that are on the exotic list for non-mechanical reasons, like the asian sickle and flail). Being martial-proficient (like a fighter) isn't too equipment-focused, but once you spend that feat on exotic, your character is hurt a little if he doesn't have that exotic weapon and has to use a lesser weapon. PCs tend to look for an enchanted weapon of that type as well, and sink as much of their resources into that as needed/possible. So they're hurt even more if they can't use that weapon.

Then there's focus, specialization, improved critical, greater focus, and greater specialization. These hard-lock a character into a single weapon type, which encourages the character to get a magical version of that type, and sink even more feats into it when possible. Feedback loop.

Is it workable to decouple these feats from a weapon? So they don't represent specialization with a single weapon, but more general martial skill. An unskilled combatant who picks up a medium sword can only do a d6. A more skilled warrior can do a d8, and someone who has done a lot of training can do a d10 base. Focus, etc apply to whatever weapon you are using at the moment.

I suppose this could only work in a game that didn't worry too much about anal accounting, or you'd have to worry about players trying to game the system by getting the cheapest weapon possible and wielding it in an exotic style. And it still doesn't fix the weapon enchantments lock-in.

Is the solution to that to make the fighting classes themselves inherently magical? That's the default assumption of the game anyway, isn't it? The whole system assumes PCs will have appropriate equipment at a given level, and from that assumption flows the "numious bunkum" which is game balance (thanks Sep). So it assumes that a 20th level fighter will be magic to the tune of x,000 gps of equipment. Why can't that just be a class feature instead of an implied requirement?

So your new class description might look like:
Fighter
BAB +1/level, d10 hps, good fort, poor reflex and will, etc.
Bonus feat at 1st level, and every even level thereafter.
Fighting enchantment at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level, where an enchantment is a +1-equivalent effect that applies to whatever you're currently wielding.

So at 3rd level, fighters are basically +1 enchanted. From there, they can work on up to +5, or take elemental or alignment enchantments.

Heck, you could increase the enchantment rate and have it be used for armor and weapons both.

Paladins, rangers, barbarians, and monks would get a slower advancement, since they have spell-like powers already and are less dependant on equipment. Clerics and bards probably slower than them, and wizards and sorcerors get the slowest. Or maybe you keep the rate the same for everyone but have it applicable to other things, like staffs, wands, whatever. This needs more thought.
 

log in or register to remove this ad

Step 1.

Buy Four Color to Fantasy

Step 2.

Use the rules for giving players hero points in place of standard treasure.

Step 3.

Use the Hero Points to give your fighters the abilities you thing they need without having to rely on magic items. The abilities don't need to look like superpowers. They could be greater saves, bigger jumps, faster footspeed, whatever fits the character and your campaign.

I'm planning to use this very method with an Oathsworn in my AU campaign. I've a lot of trouble in picturing an Oathsworn who relies on equipment, so I'm just going to give him extra abilities instead.

Also, please keep in mind that D&D is balanced so /everyone/ needs magical equipment. If you make changes so that fighters are less dependant, then give everyone less treasure, the classes you haven't adjusted will begin to suffer.

A mid level wizard without magic items has serious defensive issues. The first few rounds of combat will need to be dedicated to defense, putting the party at a disadvantage versus creatures who always have thier defense and offense ready.
 
Last edited:

I always love it when I swing by a thread to suggest a product I helped write, only to find a fan has already done so.

Also, while I'm here, I'll mention that in the ENWorld Player's Journal issue 4, there'll be an article called Weapon Finesse that lets you focus on imagery and cool visuals, rather than feats and min-maxing when it comes to combat. It's kinda like what you mention at the beginning of your post.
 

Pets & Sidekicks

Remove ads

Top