Inherent bonuses, boons, trainings and consumables (Oh my!)

Post/Author/DateTimePost
#1

DeathByDonut

Aug 12, 2011 23:45:39
Hello, I am building a new homebrew campaign setting, one in which I will be using strictly no magic items. My Campaign world is very much a large sandbox type of setting. I am completely comfortable with sandboxes as for many years that is exactly how I DM'ed, just put together a world and did little preparation for each daily session. However this world has much more detail and care put into it than anything I've ever built before for a D&D setting.

[sblock Gods in your world thread]I have been trying to make it feel more organic in relation to things we know in the real world.
Different areas of my world are inhabited by diverse and varied peoples. The religions are varied and vast amongst my world. I have about 13 different regions of the world that are inhabited by different kingdoms and the like. Each of these areas have different governments, religions, and peoples.
Each religion is completely unique of another. I have some areas that believe in only animism, or are monotheistic, but the majority are polytheistic however there's a different pantheon of deities based on the theme and peoples of each the country. I have built about 8 different pantheons for each of the polytheistic regions. This let's me completely build each region and people completely separate of each other, which is more organic and in tune with the real world.
The deities of my world are mostly demigods, or minor gods who can only affect areas where their worshipers inhabit. So missionaries are common traveling around the world, however most cultures aren't happy when a missionary comes and tells them their gods are bad and their god is good.[/sblock]

The basis behind my inherent bonus choice is the simple fact that my players wanted it. They are casual gamers that are busy people who are willing to devote a few hours a week to meeting up as a group to have some fun. However they don't have time outside of our gaming sessions to search through libraries of books to make wishlists of magical items and effects for their characters, nor do they have the drive to learn the specific and taxing rules of character optimization to know what magical items would be best for their characters. My players are far more interest in RPing and having fun than worrying about finding a Holy Avenger in the next treasure horde because that is the exact item the player needs for his character to be at right where he wants his character to be mechanically. So building a game around RPing choices and bonuses tied to them is far more entertaining for my players and I am perfectly happy to accomodate my group.

Mostly I plan on building normal treasure parcels for the characters (Randomly generated of course, I've always felt it's far more interesting thematically if a player has to use and adapt to what he finds randomly than something prechosen.) But breaking down the items into their different elements, item powers and bonuses and effects. Then incorporating those elements into story hooks either into the main adventure or as a fun mini adventure.

How fun would it be to search for a Grandmaster Gladiator who can teach a melee character the art of knocking someone down (and prone) any time the character makes a critical attack? (mechanically from the Earth-wrought weapon in AV2 pg. 17) For Grandmasters I was planning on giving each Grandmaster a progression of abilities, that a character can go back to the master to learn after a certain amount of time (levels) have passed. So the Master is a reoccuring character, perhaps the Grandmaster requires the Player to go on a quest for them, or requires a payment or a donation.

Boons and the like, can be exciting story elements also. While traveling through a distant lands with many strange natives the characters protect a village from a fearsome monster, and the local witch doctor blesses each character with a special protection. Anytime the character is in the lands of their people, the spirits of the land won't let the PCs die. Power (Daily * Healing): No Action. Trigger: An enemy reduces you to 0 hit points or fewer. Effect: You spend a healing surge and are dazed until the end of your next turn.  (Shamelessly stolen from The League of Extraordinary Gentlemen "A witch doctor did bless me once, saying Africa wouldn't allow me to die," using the power from Phoenix Sash AV2 pg. 75)

The story behind the lack of magical items is that magic is a very powerful force of the cosmos tied inherently with life, and it cannot be held permanently by items. As such magic items just cannot be made, the magic will not take hold. Temporary magic-like effects can be used through consumables, and some items taken from the bodies of creatures can hold magical properties for a limited amount of time.

So what does everyone think? Does it have a chance for exciting fun and adventures, or will it just be cheapened down to a hokey magical item substitute system? I appreciate any input.
#2

slobo777a

Aug 13, 2011 3:49:37
Inherent bonuses solve most of your issues.

Once they are added in, the math more-or-less balances (provided you still have Masterwork armours, or an equivalent)

If you still allow consumables, you might find the smart or more power-focussed players stock up on a *lot* of them if possible, which might run counter to your plans.

The PCs don't really need additional effects, such as daily powers or equivalents to item properties, unless they are trying to find some sweet spot of item power and class ability - as it seems they are not, then you can dish out bonuses and boons at whatever rate you like, provided they are balanced across the party. The only effect will be in the balance point of how flexible and resourceful the party is across several encounters - you can easily allow for that in how you set up the encounters. If you are used to an item-heavy game, you might need to go a little easier on the heroes in comparison - if you are not used to that, then actually I doubt you would find a practical difference in how the game is played.