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Weapon vs Armour type modifiers
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<blockquote data-quote="knifespeaks" data-source="post: 1847730" data-attributes="member: 25248"><p>No, I didn't end up using casting times.</p><p></p><p>As far as buying UA/2nd edition books, that's kinda one thing I wish to avoid - if I can do something myself which is essentially the same, why shell out $$ if I don't need to?</p><p></p><p>I don't really care about whether I am re-inventing the wheel. What I care about is making armour and weapons valuable - let me explain.</p><p></p><p>There is a standard progression in D&D, which goes something like this:</p><p></p><p>Start off with mundane items</p><p>go up a level or 2</p><p>get magic weapons/armour</p><p>go up another level</p><p>get more powerful stuff</p><p>go up a level</p><p>get more powerful stuff</p><p>etc</p><p></p><p>I don't want that for my campaign. I want something like this:</p><p></p><p>Start with mundane items</p><p>go up a level or 2</p><p>get better mundane items (like fighters going from chain to plate about here)</p><p>go up a level</p><p>get a magic item</p><p>go up a level</p><p>etc</p><p></p><p>I run a low magic setting. This is worked into the milieu - that is to say, there is a reason and a logic behind it. Hence, I need to have degrees of normal items, before I start talking about masterwork and magical items. And this is a way to do it. </p><p></p><p>It allows players to be rewarded with a suit of armour or a heavy crossbow and think - 'this is very useful', rather than - 'this is merchant fodder'. Also, it makes city guards (you know, the average city guard that I don't want to HAVE TO make level 15 just to scare the adventurers off) wearing plate mail difficult targets for anyone who gets too big for their boots.</p><p></p><p>I appreciate your feedback - really, I do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But you needn't take it so personally <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If it upsets you, and you sit there thinking "this guy is nuts!", then fine - let me be nuts <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I just prefer a different way of playing.</p><p></p><p>Here's a comment from a player from our opening session on the weekend:</p><p>"I have to get out of the 3.5 mentality here, don't I?" And he was really happy about that...the comment was in relation to the characters finding some silver pieces - and they didn't even care what was printed on them! I had to PROMPT them to ask - yeah, I could have rolled a spot check - but why should I? If they don't ask, they don't get. So, they received some flavour from the coins - which may or may not be useful....</p><p></p><p>The point of the story is that the little things often make the difference - you see armour mods as a big thing, I see it as a little thing. And even if it IS a big thing, I NEED it for the style of game I am running. That's it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="knifespeaks, post: 1847730, member: 25248"] No, I didn't end up using casting times. As far as buying UA/2nd edition books, that's kinda one thing I wish to avoid - if I can do something myself which is essentially the same, why shell out $$ if I don't need to? I don't really care about whether I am re-inventing the wheel. What I care about is making armour and weapons valuable - let me explain. There is a standard progression in D&D, which goes something like this: Start off with mundane items go up a level or 2 get magic weapons/armour go up another level get more powerful stuff go up a level get more powerful stuff etc I don't want that for my campaign. I want something like this: Start with mundane items go up a level or 2 get better mundane items (like fighters going from chain to plate about here) go up a level get a magic item go up a level etc I run a low magic setting. This is worked into the milieu - that is to say, there is a reason and a logic behind it. Hence, I need to have degrees of normal items, before I start talking about masterwork and magical items. And this is a way to do it. It allows players to be rewarded with a suit of armour or a heavy crossbow and think - 'this is very useful', rather than - 'this is merchant fodder'. Also, it makes city guards (you know, the average city guard that I don't want to HAVE TO make level 15 just to scare the adventurers off) wearing plate mail difficult targets for anyone who gets too big for their boots. I appreciate your feedback - really, I do :) But you needn't take it so personally :) If it upsets you, and you sit there thinking "this guy is nuts!", then fine - let me be nuts :) I just prefer a different way of playing. Here's a comment from a player from our opening session on the weekend: "I have to get out of the 3.5 mentality here, don't I?" And he was really happy about that...the comment was in relation to the characters finding some silver pieces - and they didn't even care what was printed on them! I had to PROMPT them to ask - yeah, I could have rolled a spot check - but why should I? If they don't ask, they don't get. So, they received some flavour from the coins - which may or may not be useful.... The point of the story is that the little things often make the difference - you see armour mods as a big thing, I see it as a little thing. And even if it IS a big thing, I NEED it for the style of game I am running. That's it :) [/QUOTE]
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