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Why I don't like Wealth by Level guidelines
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<blockquote data-quote="Crazy Jerome" data-source="post: 5503363" data-attributes="member: 54877"><p>In the category of "Keeping traditional elements while not letting the perfect be the enemy of the good" ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>One thing I'm considering in my current game that you might find useful is the idea that perhaps the problem with +X weapons and armor is not the +X, but its range. I'm leaning towards something like this:</p><p> </p><p>1. Use inherent bonuses for the the +1 to +6, per that standard option.</p><p> </p><p>2. Let weapons, armor, and neck slots go from +1 to +3, typically one plus per tier.</p><p> </p><p>3. Either ban expertise feats or allow them but change the bonus given so that it does not stack with equipment.</p><p> </p><p>The thinking is that, for example, a fighter is supposed to acquire a +2 weapon he likes somewhere in about the middle of the paragon tier. But if he happens to get it between, say, levels 8 and 22, no real harm done (assuming if he gets it late, he had a +1 weapon in there somewhere). That +1 to hit (relative to not having it) is important, but not game breaking. And if he does get it late, he can always take the appropriate expertise feat, and then retrain out of it later.</p><p> </p><p>This doesn't so much remove the wealth by guideline issues, with key equipment, as minimize them. Over the course of 10 levels or so, it isn't hard to have everyone upgrade their equipment, and it come across as fairly natural in play.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5503363, member: 54877"] In the category of "Keeping traditional elements while not letting the perfect be the enemy of the good" ... ;) One thing I'm considering in my current game that you might find useful is the idea that perhaps the problem with +X weapons and armor is not the +X, but its range. I'm leaning towards something like this: 1. Use inherent bonuses for the the +1 to +6, per that standard option. 2. Let weapons, armor, and neck slots go from +1 to +3, typically one plus per tier. 3. Either ban expertise feats or allow them but change the bonus given so that it does not stack with equipment. The thinking is that, for example, a fighter is supposed to acquire a +2 weapon he likes somewhere in about the middle of the paragon tier. But if he happens to get it between, say, levels 8 and 22, no real harm done (assuming if he gets it late, he had a +1 weapon in there somewhere). That +1 to hit (relative to not having it) is important, but not game breaking. And if he does get it late, he can always take the appropriate expertise feat, and then retrain out of it later. This doesn't so much remove the wealth by guideline issues, with key equipment, as minimize them. Over the course of 10 levels or so, it isn't hard to have everyone upgrade their equipment, and it come across as fairly natural in play. [/QUOTE]
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