That low magic progression table?

I've been using this since right when the books came out for my game. So far it's working great. The only trouble I have is balancing the $ to give pc's as their is really not a sink for it. Eventually around level 10 or so I plan on them getting their own Barony type place so their will deffinatly be a place for a money dump there. But right now I've been giving little money.

I do give them each a few magic items, they just get the daily powers of them. Right now all partymembers have 1. I'm about to give out the first of the second as they pass through to level 6. I figure at 30th they will have about 6 magic items each. Most of which have lasted them throughout the whole game.
 

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I've been using this since right when the books came out for my game. So far it's working great. The only trouble I have is balancing the $ to give pc's as their is really not a sink for it. Eventually around level 10 or so I plan on them getting their own Barony type place so their will deffinatly be a place for a money dump there. But right now I've been giving little money.

I do give them each a few magic items, they just get the daily powers of them. Right now all partymembers have 1. I'm about to give out the first of the second as they pass through to level 6. I figure at 30th they will have about 6 magic items each. Most of which have lasted them throughout the whole game.

Just remember to scale the property/power based on the player's inherent awesome bonus; e.g. if the players have Shadowflow Armor, remember to upgrade the concealment to invisibility when the player's inherent awesome bonus hits +5.
 

Also, remember that when your inherent-awesome AC bonus reaches +4, you should get an additional +1 while wearing light armor and +3 while wearing heavy armor, and the same thing again when your AC bonus reaches +6. Normally that's taken care of by masterwork armors, and if you neglect it the heavy-armor classes are going to be left in the dust, AC-wise, by the light-armor classes who are increasing their Dexterity or Intelligence at every opportunity.
 

Heck why not just give the group the list and say that at each level they get to pick one. So the striker might boost damage while the fighter boosts AC.

This would be fine, though you'd need a rule saying that you have to wait about five levels between taking the same power boost again. Otherwise you could just increase your bonus to hit to +6 at 6th level and hit everything all the time (but be a glass cannon, as your defenses would still be poor).

Maybe not exactly five levels, but they need to wait a while. What might I might do is to have five little checkboxes (+1 AC, +1 non AC defense, +1 to hit and damage and crits, 2 things that are "miscellaneous bonus" to make up for magical enchantments). Each time they level, the player picks one and marks the checkbox. They can't pick that checkbox again until all the boxes are filled. When all five are filled, erase the checks and start again.
 

Sticking with Mearl's Post is simplest.

With any other system you might as well give out magic items to keep it simple and reduce bookkeeping. If magic items are offensive to you just call them something different. Instead of a Cloak of Protection +1, its a "Hero's Aura +1," a non-physical aura of protection granted by the gods or whatever. You can still award this aura just like a magic item per the bundles in the book. Its likely just the same as a level 2 magic item (slightly better than a normal cloak because it can't be lost/stolen/destroyed/taken away when in jail).
 

Also, remember that when your inherent-awesome AC bonus reaches +4, you should get an additional +1 while wearing light armor and +3 while wearing heavy armor, and the same thing again when your AC bonus reaches +6. Normally that's taken care of by masterwork armors, and if you neglect it the heavy-armor classes are going to be left in the dust, AC-wise, by the light-armor classes who are increasing their Dexterity or Intelligence at every opportunity.

Personally, I'd still hand out masterwork armor as treasure at the appropriate levels. Players like getting shinies.
 

Personally, I'd still hand out masterwork armor as treasure at the appropriate levels. Players like getting shinies.
Exactly. The new materials become just that -- materials. The PCs can upgrade their mundane armor for... shiny mundane armor. Like mithril, but moreso.
 

Personally, I'd still hand out masterwork armor as treasure at the appropriate levels. Players like getting shinies.
That works too. I assumed that anyone wanting to get rid of or severely reduce the prevalence of magic items would feel similarly about the masterwork armors, but I may be alone in that. :)
 

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