Heck, I've been contemplating getting rid of XP and gold costs altogether.
Before you call me crazy, here's what I'm thinking. In standard D&D, players kill things and take their stuff. Or if they're stealthy, they sneak past them and steal their stuff. Or if they're charismatic, they convince things to give them their stuff. Either way, they get stuff.
Now most of the stuff they can't use or don't want. So they spend gold/xp to turn it into other stuff. So why can't we cut out the middleman?
Let's say that magic weapons and armor don't have a fixed value. They reflect the power that their weilder has, and become attuned to him. This is the bare bones of the system I have in mind.
When you find a new magic weapon or piece of armor, it's basically Masterwork. If you're 3rd level and have had it for at least most of a level, then it becomes +1. Every three levels you can add another +1, either in an actual bonus or a weapon property. I may add other minor abilities as well, such as cantrips or low level spells or skill bonuses, just to keep things interesting.
Now I don't have to give out a ton of stuff just so that the PCs can keep up with the Jones's. Anything with a scaling factor could work like this. Other items work as normal. I'd have to allow for several items in all likelyhood. Maybe actually give them a bonus every level past 3rd, but you have to use them on different items. You can save them, but even if you have bonuses 'saved' you still have to have the item for most of a level (at it's lowest potential) before you can add any onto it.
It will make magical items much less valuable - they are personal things that have to be developed over time, not an instant bonus.
Sorry for potentially dragging this into house rules. I'll probably post something on that forum when I get time to flesh out the idea a little more.
Before you call me crazy, here's what I'm thinking. In standard D&D, players kill things and take their stuff. Or if they're stealthy, they sneak past them and steal their stuff. Or if they're charismatic, they convince things to give them their stuff. Either way, they get stuff.
Now most of the stuff they can't use or don't want. So they spend gold/xp to turn it into other stuff. So why can't we cut out the middleman?
Let's say that magic weapons and armor don't have a fixed value. They reflect the power that their weilder has, and become attuned to him. This is the bare bones of the system I have in mind.
When you find a new magic weapon or piece of armor, it's basically Masterwork. If you're 3rd level and have had it for at least most of a level, then it becomes +1. Every three levels you can add another +1, either in an actual bonus or a weapon property. I may add other minor abilities as well, such as cantrips or low level spells or skill bonuses, just to keep things interesting.
Now I don't have to give out a ton of stuff just so that the PCs can keep up with the Jones's. Anything with a scaling factor could work like this. Other items work as normal. I'd have to allow for several items in all likelyhood. Maybe actually give them a bonus every level past 3rd, but you have to use them on different items. You can save them, but even if you have bonuses 'saved' you still have to have the item for most of a level (at it's lowest potential) before you can add any onto it.
It will make magical items much less valuable - they are personal things that have to be developed over time, not an instant bonus.
Sorry for potentially dragging this into house rules. I'll probably post something on that forum when I get time to flesh out the idea a little more.