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General Tabletop Discussion
*TTRPGs General
Weapon vs Armour type modifiers
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<blockquote data-quote="irdeggman" data-source="post: 1848360" data-attributes="member: 16285"><p>The easiest way to handle this is not by changing the rules but instead changing how much money the characters have access to. Less money, means less of the good stuff. The progression for armor and weapons you are talking about roughly corresponds to a progression in the cost of items. If you don’t want to change the money available to the characters then change the costs of the items themselves. This concept makes things a little harder on you but is much easier than running a completely different game-mechanic and should still provide the type of scaling you want. The Complete Warrior has some suggestions for running a low magic item game. Basically increasing the market value of the items by 100% to 300%. This corresponds to an increase in material costs and in exp spent to create the items thus reducing their commonality. A similar logic could be applied to regular and masterwork armors and weapons if desired.</p><p></p><p></p><p></p><p></p><p>Not really a change in the 3.5 mentality – only a change in how the players play the game. It all works within the same 3.5 mechanics. If the information from the coins was an important storyline issue then a Spot check would have been useful (and called for) but otherwise what you did is just fine. Eventually the players get the idea of what they should be looking for in relation to the story being played out.</p><p></p><p>A useful tool for this to get players and DMs on the same page is to do a quick debrief following the game and discuss what was good, what was bad, what was expected, etc. Sometimes dropping the idea that not all coins are the same is a useful tool for inserting the flavor/color of the setting being run. A way my DMs have handled money in the past is to describe it by size – not all sp are the same (especially in the type of setting you are running). But the characters would know that all money is different even if the players themselves don’t. Sometimes it is a good idea to tell the players some things that their characters know – especially unique bits of information relating to where the character comes from. I have always valued a good character history as a role-playing tool and rewarded players who put the time into creating a detailed and colorful one.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1848360, member: 16285"] The easiest way to handle this is not by changing the rules but instead changing how much money the characters have access to. Less money, means less of the good stuff. The progression for armor and weapons you are talking about roughly corresponds to a progression in the cost of items. If you don’t want to change the money available to the characters then change the costs of the items themselves. This concept makes things a little harder on you but is much easier than running a completely different game-mechanic and should still provide the type of scaling you want. The Complete Warrior has some suggestions for running a low magic item game. Basically increasing the market value of the items by 100% to 300%. This corresponds to an increase in material costs and in exp spent to create the items thus reducing their commonality. A similar logic could be applied to regular and masterwork armors and weapons if desired. Not really a change in the 3.5 mentality – only a change in how the players play the game. It all works within the same 3.5 mechanics. If the information from the coins was an important storyline issue then a Spot check would have been useful (and called for) but otherwise what you did is just fine. Eventually the players get the idea of what they should be looking for in relation to the story being played out. A useful tool for this to get players and DMs on the same page is to do a quick debrief following the game and discuss what was good, what was bad, what was expected, etc. Sometimes dropping the idea that not all coins are the same is a useful tool for inserting the flavor/color of the setting being run. A way my DMs have handled money in the past is to describe it by size – not all sp are the same (especially in the type of setting you are running). But the characters would know that all money is different even if the players themselves don’t. Sometimes it is a good idea to tell the players some things that their characters know – especially unique bits of information relating to where the character comes from. I have always valued a good character history as a role-playing tool and rewarded players who put the time into creating a detailed and colorful one. [/QUOTE]
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