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<blockquote data-quote="Byrons_Ghost" data-source="post: 915386" data-attributes="member: 7396"><p>Returning to our regularly scheduled thread....</p><p></p><p>4ctf does have rules you could use for this. I think they're aimed more at the comic/superhero type powers, so you may not want quite that kind of feel.</p><p></p><p>A couple of books spring to mind if you're looking to spend the money: AEG's "Good" has a "faith point" system that is used to replicate spell-like abilities; though this doesn't really replace magic items in any way. It does, however, reward the PCs for doing good acts, instead of just assuming that they'll want to do them.</p><p></p><p>The Game Mechanics have PDFs for swords and staves which level up with the characters. I haven't read them, but the reviews are good, and there's a combined print version coming out soon.</p><p></p><p>If you're looking for something fairly different, the Second World Sourcebook has what are called "warden powers." These are essentially spell-like abilities which are bound into the character, and therefore take one of the magic item slots. Binding an armour boost, for instance, would mean that you couldn't wear magical armor. Another option (more for modern games) that is presented is specialized training to provide the enhancement bonuses to armor, weapons, initiative, etc. Both the powers and training have xp and gold costs just like magic items.</p><p></p><p>Finally, what I did for a swordsman in my campaign was to adapt the leveling for a samurai's daisho (sp?) from Oriental Adventures. Looking through the DMG could probably give you a pretty good idea of the power scaling, too.</p><p></p><p>It seems like the biggest trick would be to get the players used to the idea of not having armloads of magic items. Maybe we should just get rid of bags of holding....</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 915386, member: 7396"] Returning to our regularly scheduled thread.... 4ctf does have rules you could use for this. I think they're aimed more at the comic/superhero type powers, so you may not want quite that kind of feel. A couple of books spring to mind if you're looking to spend the money: AEG's "Good" has a "faith point" system that is used to replicate spell-like abilities; though this doesn't really replace magic items in any way. It does, however, reward the PCs for doing good acts, instead of just assuming that they'll want to do them. The Game Mechanics have PDFs for swords and staves which level up with the characters. I haven't read them, but the reviews are good, and there's a combined print version coming out soon. If you're looking for something fairly different, the Second World Sourcebook has what are called "warden powers." These are essentially spell-like abilities which are bound into the character, and therefore take one of the magic item slots. Binding an armour boost, for instance, would mean that you couldn't wear magical armor. Another option (more for modern games) that is presented is specialized training to provide the enhancement bonuses to armor, weapons, initiative, etc. Both the powers and training have xp and gold costs just like magic items. Finally, what I did for a swordsman in my campaign was to adapt the leveling for a samurai's daisho (sp?) from Oriental Adventures. Looking through the DMG could probably give you a pretty good idea of the power scaling, too. It seems like the biggest trick would be to get the players used to the idea of not having armloads of magic items. Maybe we should just get rid of bags of holding.... [/QUOTE]
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