| Post/Author/DateTime | Post |
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| #1guest2054654845Dec 14, 2010 11:01:08 | So i started dm'ing a dark sun campaign for the first time last week, and when we ended i was asked about loot. I realize that athas has low resources and low magic, so i was trying to think of a good way to work loot keeping this in mind. What do you more experienced guys do as far as loot goes? I thought about keeping magic items to lower levels, keeping money earned down, adding more healing potions (or poultices as we've been calling them in this campaign, and this is more because the group neglected to include a healer). Any suggestions would be very helpful. |
| #2digglesDec 14, 2010 11:34:55 | I dont see a reason to limit the gold or magic items in Darksun, remember the players are HEROIC. However the AVAILABILITY to buy/choose/pick should be severely hampered when compared to Eberron or FR. The exception to this is resource creating rutials like bloom, traveler's feast, etc. They dont work or require incredible knowledge/sacrifice. So far I've been doling out items that seemed to fit the Darksun theme and were appropriately matched to individual players for the most part. If the players wanted a specific item they would have commission a powerful arcane person to construct it. They cant just stroll down marketplace and pick up magic item +2. I also like martial type items like Battle Standards, horns and whatnot. They confer bonus to grou p without being overtly 'magical'. However another system I've been thinking about looking into is having the item items I give them level with the players in a sort of heirloom system. My group doesnt use survival days or encumbrance or anything but in a system like this I could keep giving them items but they would only be able to carry a few of them at a time. Btw, healing potions in Athas are typically in the form of 'healing fruit'. My group has already have a pretty funny moments when a character had to keep downing fruit to stay alive. Reminds me of Mr. Peepers from SNL. |
| #3khorne37Dec 14, 2010 11:42:02 | I have been dealing out treasure as normal and not using the inherit bonus system. I just make the magic items athasian flavored. Magical orbs are not as rare since psions are in abundance. Weapons even when magical are made of bone or obsidian but because they are magical do not suffer from breakage rules. The magic items are also not super powered items. I want at least one of my characters close to death once per adventure. |
| #4rollawaythestoneDec 14, 2010 15:42:35 | I like giving out treasure. I just do it a little more sparingly in Dark Sun. I certainly also limit the ability of the players to craft or just stroll down to the market and buy magic items. With the Inherent Bonus rules in Dark Sun, the players don't lose out on a whole lot from not being optimally equiped with the best magic loot they can buy. I also want to implement some of the optional treasures detailed in the CG and in some of the DDI articles. Things like Elemental Boons, Sorceror-King Boons, Primal Boons, Grandmaster Training, Monster-Hunting Marks, etc. |
| #5majesticmooseDec 14, 2010 15:47:17 | I find Boons are the best way to go. Especially as combat techniques and etc. also, adopting an item improvement strategy such as the legacy item idea is pretty cool. I tend to hand out "rare" crafting materials that have an insane gp value, to keep that Athasian flavor alive, so that they can craft and such. Also, don't underestimate the usefullness of Dragon shards, reimagined of course. Expensive little items that add small extra bonuses, but aren't items in and of themselves. my 2 cents. |
| #6ritorixDec 14, 2010 16:13:41 | Boons are great. One thing you can do is give out normal treasure as a boon. Like say someone gets a Viscious weapon property, but as a Boon, so the player automatically has that property on whatever weapon he is holding at the time. Its not attached to the item, allowing you to use the melee breakage rules and inherent bonuses. You could also change around what item it is. In my current game the players found an old ring, it gives the Vengeful weapon property to whoever wears it. |
| #7DontEatRawHagisDec 14, 2010 23:53:55 | I used the Brutal quality on some knives for the rogue of the party. So far I'm planning on keeping the Magical Items on the extreme rarity side. A few ancient weapons they find will have special qualities, but most of their Magic items will be re-flavored as either psionic/primal/martial weapons. As far as money goes, I keep to about the right amount for the parcels. |
| #8DungeoneeringDec 15, 2010 12:02:41 | I have also been wondering this. In my game we're using inherent bonuses, so giving the players magic weapons will actually break the game. What are these 'boons' you guys are talking about? |
| #9majesticmooseDec 15, 2010 12:10:10 | It's part of the alternative reward options from the DMG2. Basically a boon is a magic item, but intangible, and represents a favor of a god, like a mark of correlon, a secret fighting technique, such as the dodge and throw, or whatever. the Alternative reward still occupies a slot, so the dodge and throw couldn't be used with say an arm slot item... and the alternative reward can provide static bonuses and/or powers usable enc/daily/at-will. One of the easiest things to do is simply take an existing item, call it an ability and boom. simple boon. there are also a number located in teh DSCG as well as other sources, primarily dragon articles. I do scale back the amount of Items I grant, but I do grant out boons to replace, and while I hand out the same GP worth of treasure, it tends to be in more singularly powerful items, less common item/boon clutter. |
| #10rollawaythestoneDec 15, 2010 17:36:40 | I have also been wondering this. In my game we're using inherent bonuses, so giving the players magic weapons will actually break the game. What are these 'boons' you guys are talking about? My understanding was that it will not break the game, because you use either the inherent bonus, or the magic weapon bonus, but they do not stack. Inherent bonuses do not stack with magic bonuses. The only benefit of a magic weapon of appropriate level is a benefit to critical hits, and any power the weapon may contain. If its higher than appropirate level, it may be better than the inherent bonus, though and there is a definite benefit to those weapons. |
| #11ritorixDec 16, 2010 3:23:27 | One side effect of inherent bonuses is some builds focus around certain items, and they cant get them easily in a low-magic system. A good example is warlocks. They wont get a Pact Blade if you arent giving out blades at all. But you could give your warlock a Boon, call it whatever, and allow them to use any weapon as a Pact Blade. Then they go and put a Pact Blade Longsword or whatever on their character sheet. When it breaks or gets stolen and they pick up a new bone longsword, it then also functions as a Pact Blade. |
| #12tentagilDec 16, 2010 15:55:26 | I've been using inherent bonuses so I went very low on magic items. Essentially I'm giving out only two magical items per level for the group total. Between first and second one player found magical armor, another got a magic dagger. For the second to third level they have yet to find anything but again it will be two items total for hte group. I also keep the cash in flow low. However I'm also giving a boon per level. The first was a big benefit when dealing with slaves, the second is a favor from the Governor of Altaruk. I mix in some healing potions here and there along with random trade items they can sell off as well. At these low levels I'm keeping them fairly poor as they establish themselves and develop a reputation, as that reputation grows I'll start upping both the danger and the rewards appropriately. The lack of resources adds to the brutal feel of the world I think, and it forces them to think about what items they'll buy and how they will approach quests. Its not massive resource management, but it gives a little, which makes one player very happy, and keeps the rest a bit on their toes. |
| #13guest2054654845Dec 21, 2010 10:44:44 | Thanks for all the suggestions, i really appreciate it. Sounds like everyone has a different way of doing things and i'm definitly going to incorporate these ideas. I do have another question about materials for weapons. This came up the other day when the players were battling some elves, i used the ones straight out of the creature catalog, and i noticed that some of them had obsidian short swords, which did 3 more damage than the bone longswords they also had. I think the exact numbers were d8 +4 for longsword and d6+7 for the obsidian short sword. Does anybody do anything with better materialed weapons doing more damage or anything like that? Or was this just a wierd thing with the creature? The only thing i've done so far with different materials was have 'worse' materials break a little easier than 'stronger' materials. (we made a little chart to use based on materials from bone up to metals) It just seemed odd that this short sword did more damage than the longsword, and the only thing i could see that made it that way was that it was made of obsidian. |
| #14digglesDec 21, 2010 11:34:43 | My group opted to not do any material related rules...too much book keeping. |
| #15DocSunDec 21, 2010 13:06:10 | I actually created several rules (though I dont have them on me now; Ill post them latter) for Material. |
| #16DontEatRawHagisDec 21, 2010 23:33:27 | CURRENT BREAKAGE RULE: No one in my party uses it, feel its better to keep the weapons in tact. If they used the reckless breakage(on crit fail) I would have the weapon be repaired by next battle with makeshift remedy but it will break on a crit fail always after that. Until they get to repair/smith it will continue to do this. Fresh weapons will act a little bit like steel but with a higher chance of failing. This ends after a few encounters where it turns into a normal worn blade and goes by standard rules. |
| #17BRJNDec 25, 2010 21:10:02 | In the 3.0 Testament sourcebook - yes, Biblical D&D! - the Philistines initially were the only people who knew how to work IRON. They got a +1 AC and +1 to-hit with their equipment against anybody else. Later on, when everybody else could use iron (because they had conquered or industrial espionaged Philistia), that bonus went away because everybody was equal again. You might want to create an easy chart of greater hardness: Steel Iron Other metals Stone Bone Wood / Leather If my weapon is better than your armor, I get +1 to-hit or +1 damage vs you. If my armor is better than your weapon, I get a +1 AC vs you. This gives the PCs a reason to treat that bronze heirloom sword really good. It also gives NPCs a reason to steal their iron chainmail armor. Both want to get their hands on the "magic" (actually steel) Executioner's Axe of Dwarven Antiquity. Feel free to add/subtract categories. If doing this adds to fun, use it; if it's just bookkeeping, let it drop. P.S. The elves and their weapons are not part of a plan; the designers just put the parts together that way ... and the big picture doesn't make sense. Let it drop. P.P.S. Maybe the PCs take the cool swords off the elves, and get the extra +2 damage until they crit-fumble, then the sword is back to normal. Darn modern junk workmanship. |
| #18bialaskaDec 26, 2010 17:56:25 | I'm using the inherent rules presented in the Dark Sun Campaign setting. The players get their inherent bonuses and then they get some boons, battle scars, primal blessings and whatever else there is on top of that. The plan is that if/when the players get their hands on the first actual magic item they should be paragon levels. Also to prevent players from making magic items, the secrets of creation has been lost in the past (which also means that Artificers are a banned class, not that anyone wanted to be that class anyway). On top of that I replaced the fruits representing potions. Instead players now get that "Will to Fight" back, they just take that deep breath and remembers exactly why it is important they must win and such. Or they can tell their allies to pull themselves together and get back in the fight. Game technically it has the same effect, there's just no such thing as magic item over it. ![]() As for the higher levels materials I make sure that players get the bonuses: when the players get their inherent bonus necessary for the equipment, they get the bonus as part of their inherent, rather than getting upgraded actual items. So at level 30 they will still be wielding bone clubs and wearing hide armor made of lizard skales, just as they did at level 1. In the beginning the players were not fond of it, but they have grown to enjoy it. Money are in shortage, even at higher levels. Their pay has increased just a bit based on their reputation, but it is still not that easy for them to buy the stuff they want, when they know that they must also buy water and food. This is aiding in establishing my own Dark Sun as a harsh and unforgiving world, where each day is a struggle for survival. |
| #19CastlemasterJan 05, 2011 19:52:24 | Couple of things I do: Use inherent bonuses, which means you can include all 10 parcels but omit 1 and 4 (high and low lvl magic item). +1 magic items are "masterwork" (like a wooden spear made from ancient wood, or an axe crafted from imix bone) Metal weapons are automatic +2 items. The augments (abilities outside of weapon/damage/defense bonuses) are learned techniques. Vicious axe +2 is a metal axe where the PC knows a technique to make critical strikes more powerful. Another idea is that the player's items are artifacts that are awakened. As players become more powerful the items react. Also, boons work. |