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Personal power, not magical items
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<blockquote data-quote="Corinthi" data-source="post: 1229751" data-attributes="member: 8272"><p>Step 1.</p><p></p><p>Buy Four Color to Fantasy</p><p></p><p>Step 2.</p><p></p><p>Use the rules for giving players hero points in place of standard treasure.</p><p></p><p>Step 3.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Corinthi, post: 1229751, member: 8272"] 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. [/QUOTE]
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Personal power, not magical items
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