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Player Problems with Character Wealth
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<blockquote data-quote="skippy_the_witch" data-source="post: 1766001" data-attributes="member: 18980"><p>My homebrew is very different in that it is a Technomagic campaign, which automatically means heavy magic. This completely throws off any usefulness of either EL or wealth tables, as low level characters can easily wipe out lots of other low level characters and even higher level ones with a single grenade placed in the right place. As one of my players put it so well "We are all one blast grenade away from dying". Luckily, the party keeps getting surprise against the goblins ALSO armed with TM weapons.</p><p></p><p>So my party is very much more powerful in the amount of damage they can do versus their actual level, BUT then again, so are many of the monsters. Same holds true in any d20 Modern world, so it doesn't throw too much off.</p><p></p><p>I also have a player who is the heir of a very powerful family, and while I did not have him take any wealth feats or like, he has had to make rolls to convince daddy to help bankroll some of his schemes and has had to do major role-playing. That is what is important to me. I have no problem with players wanting to play a rich character or like and do not even require them to waste feats. This is because I can screw with them so easily due to their wealth. They have a much higher profile then other characters, which can mean they have a harder time getting away with things, or at least be able to do things unnoticed. In the case of my player, his family is in a Blood Fued with another house and he literally cannot walk down the street without me making a roll to see if somebody notices him as himself. If he is noticed, he is usually ambushed, as there is a standard bounty on his head.</p><p></p><p>As for gear, I use modified talisman rules from Oriental Adventures, thus giving lots of single use magic items. I also like "neat" items, items that are no more powerful spell wise then a mastercraft item or tool, or that use a characters own class or feat ability to power (i.e. each use costs a spell slot to use, rage use, etc). True, the "healing stone" allows my shugenja to cast a cure light wounds (which is not one of his known spells) whenever he wants, but at the cost of a 1st level spell slot. I also have a technomancer (modified Eberron artificier) in the party, who makes many of the gizmos and gadgets needed.</p><p></p><p>skippy</p><p>GM of The Cursed Earth</p></blockquote><p></p>
[QUOTE="skippy_the_witch, post: 1766001, member: 18980"] My homebrew is very different in that it is a Technomagic campaign, which automatically means heavy magic. This completely throws off any usefulness of either EL or wealth tables, as low level characters can easily wipe out lots of other low level characters and even higher level ones with a single grenade placed in the right place. As one of my players put it so well "We are all one blast grenade away from dying". Luckily, the party keeps getting surprise against the goblins ALSO armed with TM weapons. So my party is very much more powerful in the amount of damage they can do versus their actual level, BUT then again, so are many of the monsters. Same holds true in any d20 Modern world, so it doesn't throw too much off. I also have a player who is the heir of a very powerful family, and while I did not have him take any wealth feats or like, he has had to make rolls to convince daddy to help bankroll some of his schemes and has had to do major role-playing. That is what is important to me. I have no problem with players wanting to play a rich character or like and do not even require them to waste feats. This is because I can screw with them so easily due to their wealth. They have a much higher profile then other characters, which can mean they have a harder time getting away with things, or at least be able to do things unnoticed. In the case of my player, his family is in a Blood Fued with another house and he literally cannot walk down the street without me making a roll to see if somebody notices him as himself. If he is noticed, he is usually ambushed, as there is a standard bounty on his head. As for gear, I use modified talisman rules from Oriental Adventures, thus giving lots of single use magic items. I also like "neat" items, items that are no more powerful spell wise then a mastercraft item or tool, or that use a characters own class or feat ability to power (i.e. each use costs a spell slot to use, rage use, etc). True, the "healing stone" allows my shugenja to cast a cure light wounds (which is not one of his known spells) whenever he wants, but at the cost of a 1st level spell slot. I also have a technomancer (modified Eberron artificier) in the party, who makes many of the gizmos and gadgets needed. skippy GM of The Cursed Earth [/QUOTE]
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