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Why average wealth by level is a good thing.
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<blockquote data-quote="Ainamacar" data-source="post: 5556795" data-attributes="member: 70709"><p>Sure thing! Overall, I hewed very closely to what ability score items would give. I simply let them increase two different ability scores at 4, 8, 12, etc. as well as a single one at 2, 6, 10, etc. This replaced the original rules for improving ability scores. Items that improved ability scores were removed, with a few minor exceptions (e.g. a high-level relic might grant a +2 to something). For a character's main stat this is like getting a +2 item at 6th, +4 at 14th, and +6 at 22nd. The ability to develop decent secondary ability scores was also helpful, especially for very MAD classes like the monk and anyone with odd Con. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Now, since these weren't enhancement bonuses but actual increases to the ability scores, in the end I think it was actually a slight increase in power. Buffs like Bull's Strength became very potent (potentially raising scores well over the game's usual limit), but since these actually required some forethought or spending an action in combat I kept them in. And I liked that it was smart to cast Bull's Strength on a fighter again, not pointless because he had some belt on. Though it never came up in play, in my mind I had removed any effect that made ability score buffs last hours. Similarly, some of the more unusual bonus types (luck, sacred, profane, etc.) would have been bumped back to enhancement bonuses if necessary. Fortunately, my players were good about enjoying their more interesting magic items rather than making me perform a thousand mindless nerfs.</p><p></p><p>The other effect this had on my game was that my NPCs were a bit sturdier without needing expensive and boring treasure. That by itself was worth it, especially since the party fought NPCs with class levels very frequently. Overall, the extra sturdiness for all NPCs ended up outweighing the slight boost to potential power for the PCs, although clearly this result is group dependent.</p><p></p><p>When I was first working on this change I considered removing some or all of the other Big Six as well. After a lot of tables (Trailblazer style), I decided that removing them would take more work than I wanted to put into it, especially since this change occurred in the middle of an ongoing campaign. The main thing I wanted was for PCs to experience more interesting magic items, and on that count it was a tremendous success.</p><p></p><p>I am also curious what tweaks you made. If I were to start a 3.5 campaign I would probably revisit the topic.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5556795, member: 70709"] Sure thing! Overall, I hewed very closely to what ability score items would give. I simply let them increase two different ability scores at 4, 8, 12, etc. as well as a single one at 2, 6, 10, etc. This replaced the original rules for improving ability scores. Items that improved ability scores were removed, with a few minor exceptions (e.g. a high-level relic might grant a +2 to something). For a character's main stat this is like getting a +2 item at 6th, +4 at 14th, and +6 at 22nd. The ability to develop decent secondary ability scores was also helpful, especially for very MAD classes like the monk and anyone with odd Con. :) Now, since these weren't enhancement bonuses but actual increases to the ability scores, in the end I think it was actually a slight increase in power. Buffs like Bull's Strength became very potent (potentially raising scores well over the game's usual limit), but since these actually required some forethought or spending an action in combat I kept them in. And I liked that it was smart to cast Bull's Strength on a fighter again, not pointless because he had some belt on. Though it never came up in play, in my mind I had removed any effect that made ability score buffs last hours. Similarly, some of the more unusual bonus types (luck, sacred, profane, etc.) would have been bumped back to enhancement bonuses if necessary. Fortunately, my players were good about enjoying their more interesting magic items rather than making me perform a thousand mindless nerfs. The other effect this had on my game was that my NPCs were a bit sturdier without needing expensive and boring treasure. That by itself was worth it, especially since the party fought NPCs with class levels very frequently. Overall, the extra sturdiness for all NPCs ended up outweighing the slight boost to potential power for the PCs, although clearly this result is group dependent. When I was first working on this change I considered removing some or all of the other Big Six as well. After a lot of tables (Trailblazer style), I decided that removing them would take more work than I wanted to put into it, especially since this change occurred in the middle of an ongoing campaign. The main thing I wanted was for PCs to experience more interesting magic items, and on that count it was a tremendous success. I am also curious what tweaks you made. If I were to start a 3.5 campaign I would probably revisit the topic. [/QUOTE]
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