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<blockquote data-quote="doctorbadwolf" data-source="post: 8272771" data-attributes="member: 6704184"><p>So, I was listening to WebDM while working on some stuff, and it reminded me of a thing i've been toying with expanding a lot more in my games.</p><p></p><p>Alternate rewards. [MEDIA=youtube]47hSfq7TjS4:1118[/MEDIA]</p><p></p><p>I don't like giving a lot of distinct magic items. IMO, for my group, it ends up being more hassle than benefit for each PC to have 6 magic items. I'd much rather each have a couple minor things and 1 or 2 defining items, and those grow with you rather than ever being replaced.</p><p></p><p>IIRC, the DMG touches on this, but doesn't really give much help to figure out what different traits and special abilities are worth compared to magic items.</p><p></p><p>Spells and proficiencies are pretty easy, IME, as are abilities similar to what a magic item could do, but for instance what about gaining an extra feat, or something like the ability to cast a certain spell without concentration or even to concentrate on two spells at once (probably with a spell level limit), or increase the targets of a non-scaling spell like Longstrider, or dual wield without using a bonus action, etc. Or gain profiency bonus damage to unarmed strikes by training to increase the density of your hand bones or via something more mystical. </p><p></p><p>So, I'm curious who here has done this sort of thing, what you and your group thought of it, and any really standout examples (good or bad) that you've come up with or seen in a game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8272771, member: 6704184"] So, I was listening to WebDM while working on some stuff, and it reminded me of a thing i've been toying with expanding a lot more in my games. Alternate rewards. [MEDIA=youtube]47hSfq7TjS4:1118[/MEDIA] I don't like giving a lot of distinct magic items. IMO, for my group, it ends up being more hassle than benefit for each PC to have 6 magic items. I'd much rather each have a couple minor things and 1 or 2 defining items, and those grow with you rather than ever being replaced. IIRC, the DMG touches on this, but doesn't really give much help to figure out what different traits and special abilities are worth compared to magic items. Spells and proficiencies are pretty easy, IME, as are abilities similar to what a magic item could do, but for instance what about gaining an extra feat, or something like the ability to cast a certain spell without concentration or even to concentrate on two spells at once (probably with a spell level limit), or increase the targets of a non-scaling spell like Longstrider, or dual wield without using a bonus action, etc. Or gain profiency bonus damage to unarmed strikes by training to increase the density of your hand bones or via something more mystical. So, I'm curious who here has done this sort of thing, what you and your group thought of it, and any really standout examples (good or bad) that you've come up with or seen in a game. [/QUOTE]
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