| Post/Author/DateTime | Post |
|---|---|
| Senevri04-05-08, 09:54 AM | Hellos! I had the intention to cut out "boring" magic in my next game - that is, stat boost items, deflection items, universal resistance items, and high-enchantments. I want them to use interesting items, not the standard +X fare. That is, items either are magic, or not. None of this +5 nonsense. Of course, if I intend to use the monsters as written, the players do need a boost. I was thinking of giving them a blanket 1/2 HD on attacks, but the math doesn't look good - +10 to hit vs. normal +8 to hit at lv 20. OTOH, damage goes down without Power Attack, but... it gets sort of boring. Also, smart casters get the necessary boost spells... if that becomes a problem, I'll nerf them, but for now they're as-is. I'm also level-capping at... well, either lv 16 or lv 14. Not sure, yet. But! Reducing magic-item dependency - how do you do it? |
| squidyak04-05-08, 06:45 PM | Hellos! I had the intention to cut out "boring" magic in my next game - that is, stat boost items, deflection items, universal resistance items, and high-enchantments. I want them to use interesting items, not the standard +X fare. That is, items either are magic, or not. None of this +5 nonsense. Of course, if I intend to use the monsters as written, the players do need a boost. I was thinking of giving them a blanket 1/2 HD on attacks, but the math doesn't look good - +10 to hit vs. normal +8 to hit at lv 20. OTOH, damage goes down without Power Attack, but... it gets sort of boring. Also, smart casters get the necessary boost spells... if that becomes a problem, I'll nerf them, but for now they're as-is. I'm also level-capping at... well, either lv 16 or lv 14. Not sure, yet. But! Reducing magic-item dependency - how do you do it? I convert many magic items into non-magic items. A +5 greatsword is simply a greatsword of incredible quality only created by the greatest of smiths (i.e. high level expert with many feats.) Many "magical" effects can be created in this way, from keen to fortification. This can cut down on the magic items without reducing party power. |
| ppirilla04-05-08, 09:11 PM | Floating all over the site is a "standard" It's you, not your gear house rule: No stat boosting items. Magic items and/or gold are hard to come by. Characters gain +1 to an ability every even level instead of every 4 levels Characters gain a feat every odd level instead of every third level |
| Senevri04-06-08, 07:13 AM | Thank you, I'll use those. I likes. |
| Nathreet04-13-08, 10:39 PM | http://forums.gleemax.com/showthread.php?t=992322 I made the bonuses there to balance non-magical martial classes with magical ones. Originally I gave it to someone by request, and he liked it, but when I posted it publicly people wondered/misunderstood what it was. All it does is make sure things are as balanced as a magic character, it only works on martial classes, and it might over-strengthen an inexperienced player (who wouldn't get the "right" magic items). Or it may be innapropriate if the group tends to face unusual challenges. I suggest you use it to give yourself a rough idea of what to do for the fighter/barbarian/etc., but make up your own solution for those classes and then the others. Whoa, small forum world Senevri. Sorry I ran out of free time for that 1st level contest. |
| Senevri04-14-08, 11:09 AM | NP. I've done similar WBL math, although not optimized, and it's target was for a specific no-magic game... |