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<blockquote data-quote="drothgery" data-source="post: 3442724" data-attributes="member: 360"><p><strong>Magic items and 'the big six'</strong></p><p></p><p>This game, if I run it, will be a fairly low-magic item setting. But, as I mentioned above, I believe that if you're keeping some 9 spell level casters around (and I am), then it's just not possible to have a balanced game without providing some alternative to the lost magic items. So here's where I'm going with that...</p><p></p><p></p><p><strong>armor</strong> (normally provided by armor, shields, rings of protection, and amulets of natural armor)</p><p></p><p>- characters will have a class defense bonus, as per unearthed aracana</p><p>- I'm unsure if I'll need to do anything beyond this; if I don't, characters will have significantly lower armor classes at mid levels and higher than they would in standard D&D</p><p></p><p><strong>weapons</strong></p><p></p><p>- firearms will be available; exact cost and stats are to be determined, but they should be reflective of the general mid-1800s Europe tech level. Whatever stats I end up using, personal weapons will not have a missfire chance, and will be mechanically superior to crossbows.</p><p>- mastercraft weapons will be available. Although produced by craftsman in a manner similar to masterwork weapons, they provide the same effect (at the same cost) as +1 to +5 enhancement bonuses, though they do not overcome DR/magic</p><p>- the following qualities can be produced alchemically, and added to mastercraft weapons</p><p> * flaming</p><p> * flaming burst</p><p> * frost</p><p> * icy burst</p><p> * shock</p><p> * shocking burst</p><p> * keen</p><p>- rather than the bonuses described in the Eberron campaign setting, beyshyk weapons are always treated as magic (though this provides no other bonus)</p><p>- <em>holy</em> weapons are available, albeit at a significant markup (to be determined) from DMG price</p><p>- other weapons may (rarely) exist as ancient relics, or, even more rarely, be newly crafted, but in any case acquiring one will be a major task, not a simple financial transaction</p><p></p><p><strong>stat boosters</strong> (gloves of dexterity, headbands of intellect, amulets of health, belts of strength, cloaks of charsima, periapts of wisdom)</p><p>- characters will gain more stat bonuses than the standard +1 every 4 levels</p><p></p><p>I'm not sure what will be best here; my working idea is a +2 at every other level, and you can't improve the same stat twice in a row. My thinking on this is that when I built a 14th-level standard wealth character a few weeks ago, he had a +6 item, two +4 items, and three +1 bonuses from levels; by 20th level, that would have been three +6 items, possibly a book or two, and +5 from levels. So acquiring 20 points of stat boosts, with no one stat picking up more than +10, over 20 levels seems reasonable.</p><p></p><p><strong>save boosters</strong> (cloak/vest of resistance)</p><p>- charactesr will gain a +1 resistance bonus to saves every 4 levels</p></blockquote><p></p>
[QUOTE="drothgery, post: 3442724, member: 360"] [b]Magic items and 'the big six'[/b] This game, if I run it, will be a fairly low-magic item setting. But, as I mentioned above, I believe that if you're keeping some 9 spell level casters around (and I am), then it's just not possible to have a balanced game without providing some alternative to the lost magic items. So here's where I'm going with that... [B]armor[/B] (normally provided by armor, shields, rings of protection, and amulets of natural armor) - characters will have a class defense bonus, as per unearthed aracana - I'm unsure if I'll need to do anything beyond this; if I don't, characters will have significantly lower armor classes at mid levels and higher than they would in standard D&D [B]weapons[/B] - firearms will be available; exact cost and stats are to be determined, but they should be reflective of the general mid-1800s Europe tech level. Whatever stats I end up using, personal weapons will not have a missfire chance, and will be mechanically superior to crossbows. - mastercraft weapons will be available. Although produced by craftsman in a manner similar to masterwork weapons, they provide the same effect (at the same cost) as +1 to +5 enhancement bonuses, though they do not overcome DR/magic - the following qualities can be produced alchemically, and added to mastercraft weapons * flaming * flaming burst * frost * icy burst * shock * shocking burst * keen - rather than the bonuses described in the Eberron campaign setting, beyshyk weapons are always treated as magic (though this provides no other bonus) - [I]holy[/I] weapons are available, albeit at a significant markup (to be determined) from DMG price - other weapons may (rarely) exist as ancient relics, or, even more rarely, be newly crafted, but in any case acquiring one will be a major task, not a simple financial transaction [B]stat boosters[/B] (gloves of dexterity, headbands of intellect, amulets of health, belts of strength, cloaks of charsima, periapts of wisdom) - characters will gain more stat bonuses than the standard +1 every 4 levels I'm not sure what will be best here; my working idea is a +2 at every other level, and you can't improve the same stat twice in a row. My thinking on this is that when I built a 14th-level standard wealth character a few weeks ago, he had a +6 item, two +4 items, and three +1 bonuses from levels; by 20th level, that would have been three +6 items, possibly a book or two, and +5 from levels. So acquiring 20 points of stat boosts, with no one stat picking up more than +10, over 20 levels seems reasonable. [B]save boosters[/B] (cloak/vest of resistance) - charactesr will gain a +1 resistance bonus to saves every 4 levels [/QUOTE]
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