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General Tabletop Discussion
*Dungeons & Dragons
Requisition (Alternate Wealth System)
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<blockquote data-quote="TheEvilDM" data-source="post: 6942822" data-attributes="member: 6855338"><p>As far as game balance is concerned, I can't find any problems with this system. The amount of RP that is awarded still lies mostly in your hands, so you can always adjust if necessary.</p><p></p><p>About new assets, what happens when a player wants a particular item that can't be found in any existing asset? Will you create a new asset? What if it's a limited-use item that they only want for one adventure?</p><p>Perhaps you could include something like "any miscellaneous mundane item worth 5 gp or less" as an extra choice in the basic equipment asset.</p><p></p><p>What if a character wants more than one or a couple of extra weapons? I'm currently playing a rogue, and I've got about 10 daggers, 3 short swords, a rapier, a shortbow, a light crossbow, and some other assorted pointy metal instruments. It looks as if this wouldn't be possible with this system. Is there a particular reason the Arms packages can't be purchased more than once?</p><p></p><p>For tattoos, I'd look at existing features to replicate (but probably just a little bit worse, to avoid stepping on any toes), such as Guidance, (Bardic) Inspiration, Lucky, etc.</p><p></p><p>As for material components, I guess the easiest would be to simply make a division based on component price or spell level, and create a new line of assets with increasing prices/spell levels available. Definitely make it so this can be bought more than once. Although I guess the non-spellcasters can always take an extra component for the spellcasters to use.</p><p></p><p></p><p>Overall, I think the system looks good, fun to play with, and pretty solid! It will probably require some playtesting and tweaking to really get it right for your group of course, and unless you've already done it, I'd suggest you talk it over with your players as well. Obviously, they're the people whose opinion matters most!</p></blockquote><p></p>
[QUOTE="TheEvilDM, post: 6942822, member: 6855338"] As far as game balance is concerned, I can't find any problems with this system. The amount of RP that is awarded still lies mostly in your hands, so you can always adjust if necessary. About new assets, what happens when a player wants a particular item that can't be found in any existing asset? Will you create a new asset? What if it's a limited-use item that they only want for one adventure? Perhaps you could include something like "any miscellaneous mundane item worth 5 gp or less" as an extra choice in the basic equipment asset. What if a character wants more than one or a couple of extra weapons? I'm currently playing a rogue, and I've got about 10 daggers, 3 short swords, a rapier, a shortbow, a light crossbow, and some other assorted pointy metal instruments. It looks as if this wouldn't be possible with this system. Is there a particular reason the Arms packages can't be purchased more than once? For tattoos, I'd look at existing features to replicate (but probably just a little bit worse, to avoid stepping on any toes), such as Guidance, (Bardic) Inspiration, Lucky, etc. As for material components, I guess the easiest would be to simply make a division based on component price or spell level, and create a new line of assets with increasing prices/spell levels available. Definitely make it so this can be bought more than once. Although I guess the non-spellcasters can always take an extra component for the spellcasters to use. Overall, I think the system looks good, fun to play with, and pretty solid! It will probably require some playtesting and tweaking to really get it right for your group of course, and unless you've already done it, I'd suggest you talk it over with your players as well. Obviously, they're the people whose opinion matters most! [/QUOTE]
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