eamon
Explorer
Parties with less treasure will be weaker than those with treasure. But you know... you can easily adapt the encounters to fit that.
As to inherent bonuses: well, it's nice the CB includes them, but I'm less than thrilled with the way they're implemented; they don't scale smoothly (at all) e.g. the attack/damage bonuses sometimes coincide with 1/2 level bonuses, resulting in a sudden jump in effectiveness, followed (inevitably) by several levels of stagnation; particularly in paragon where powers get retrained rather than added - so that some levels virtually nothing changes at all. They don't really "fix" masterwork armor either; which I'd have loved to see included as well, so they're really minimalistic, IMHO. It's a real anticlimax when someone levels and the only thing that changes is some minor HP boost; and without items, leveling is even more relevant.
Inherent bonuses (aside: they haven't been called that since 3e, have they? DMG2 calls em "alternative rewards") work and are very simple - but I think the normal treasure rules are still more fun.
As to inherent bonuses: well, it's nice the CB includes them, but I'm less than thrilled with the way they're implemented; they don't scale smoothly (at all) e.g. the attack/damage bonuses sometimes coincide with 1/2 level bonuses, resulting in a sudden jump in effectiveness, followed (inevitably) by several levels of stagnation; particularly in paragon where powers get retrained rather than added - so that some levels virtually nothing changes at all. They don't really "fix" masterwork armor either; which I'd have loved to see included as well, so they're really minimalistic, IMHO. It's a real anticlimax when someone levels and the only thing that changes is some minor HP boost; and without items, leveling is even more relevant.
Inherent bonuses (aside: they haven't been called that since 3e, have they? DMG2 calls em "alternative rewards") work and are very simple - but I think the normal treasure rules are still more fun.
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