| Post/Author/DateTime | Post |
|---|---|
| quix0te05-13-07, 02:16 AM | I was looking at Iron Kingdoms and I liked their idea of character classes that were more powerful because their was no expectation of equipment improving as they leveled. Not so much did I like the abandonment of Core D&D classes. One of the mechanics that I've always hated about 3.0/3.5 was the idea that characters would be carrying around the GNP of a small country in magic. And that they could buy and sell magic items worth a small castle with relative ease. So here is my question. Are there any rules mods in Unearthed Arcana or other sources which give the characters special ability pulls while at the same time assuming there will be much less magic. One idea I was playing with was an idea where each character had one or two signature items (one acquired at 3rd level, the other at 7th or so) which they could invest with abilities more or less on par with what they could afford under the DMG reccomended gold/level. So the Warrior's belt would give him a +1 str at 3rd level, then +1 str, +1 saves, then +2 Str, +1 saves, and so on. This would allow characters to skip the whole money chase ("Only 1,000gp for this job? We're sixth level!!"), while still personalizing their characters with the abilities they want. Alternately I'd like to figure out a way to have innate abilities, but when you get away from bonuses to things like spell-like abilities, it gets harder to justify. ("You can blink 3/day? HOW?!?") Thoughts? Existing alternate rules? Other people who have tried this? |
| Johnny_Angel05-13-07, 03:39 AM | Well, I'm not sure if it's exactly what you're looking for, but Weapons of Legacy had a similar mechanic. Basically the weapon (or whatever it was that you had for a legacy item) leveled up as you did. If you find a better solution I would be interested; I too am trying to come up with a better way to run a campaign with lower amounts of magic. |