| Post/Author/DateTime | Post |
|---|---|
| The_Jester12-26-07, 01:50 PM | So I'm planning a lower magic campaign and really want to reduce the workload between sessions in picking and scaling monsters. I don't want to hand out a tonne of treasure or the generic stat-boosting magic items, but I know the DMG and MM assume a certain amount of gp in equipment for each level and underequipped PCs will have a harder time. So I'm looking at making some of the bonuses that would otherwise be granted by equipment inherent, so I can give them the occasional rarer magic item while knowing they have, esentially, the correct gp amount for their level. But I need some help planning what bonuses to give when. I was thinking starting simple, most people go right for the rings of protection and magical armour, so the first bonus (at level 2) should boost AC. Then maybe a cloak/vest of resistance at 3rd and another AC boost at 4th and 5th level with a stat-boost at 6th, etc. 1: - 2: +1 natural AC 3: +1 resistance bonus to saves 4: +1 deflection bonus to AC 5: +1 enhancement bonus to AC 6: +2 enhancement bonus to stat of choice etc But does this look good? Is it workable or horribly, horribly flawed? What else should be added? Should there be 'dead' levels? |
| Tyler Do'Urden12-26-07, 03:13 PM | I would just increase the rate at which they gain feats and regular ability boosts. Say feat every odd level, ability point every 3 (so 3rd, 6th, 9th, etc) if you want very few items but generally the same sorts of challenges. |