|
|
Here is a starting list of things that I think should be open access. Please feel free to add to the list or discuss:
+1 to +5 weapons
+1 to +5 armor and shields
(Here I mean a normal +5 enhancement bonus to an item, not flaming, shocking, fortification, etc.)
stat boost items (+2, +4, or +6 Gloves of Dexerity etc.)
Wand of cure light wounds
|
There are numerous things I think should be 'open' access, or at least more accessible. This stance is for several reasons.
1. When adventuring in Absalom/Katapesh, it is extremely frustrating to not be able to purchase level 2 or 3 scrolls, or even 1st level wands. We are in a huge city, and even the BAD GUYS have such magical equipment, largely because they can walk into the general store and purchase them, whilst PCs cannot.
2. Making a lot of generic stuff that PCs require to adventure based off chronicle usually just results in said item popping up in every second module. It is more fun to make that item 'open' and give access to funky stuff like an evercold mug of beer, then it is to have to nag Authors to put in the necessary bag of holding/hewards or the wand of cure light wounds. When I wrote modules, I found players appreciated the flavour items - which I would like to see more of.
3. If you remove the need to gain access, people are less likely to fudge chronicles, or complain about access. Just let them have the basic equipment like Monk's belts - otherwise folk are forced to play certain classes in order to be viable. (One need only look a the cost to be a poor wizard so far to understand)
Items I think should be considered for 'open' access:
Any DMG item of an Open spell with a market price of 750 GP or less from Tables 7-17, 7-23, 7-24, and 7-26. (e.g: Wand of CLW or Wand of Mage Armour)
This of course depends on which city you are in, but considering the places PCs are adventuring, it is entirely reasonable - especially considering the cost of such items.
o +1 to +5 enhancement bonuses for weapons, armour, and shields
o Amulet of health +2 to +6 (DMG)
o Amulet of mighty fists +1 to +5 (DMG)
o Amulet of natural armor +1 to +5 (DMG)
o Belt of giant strength +4 to +6 (DMG)
o Boccob’s blessed book (DMG)
o Bracers of armor +1 to +8 (DMG)
o Cloak of charisma +2 to +6 (DMG)
o Cloak of resistance +1 to +5 (DMG)
o Gauntlets of ogre power (DMG)
o Gloves of dexterity +2 to +6 (DMG)
o Headband of intellect +2 to +6 (DMG)
o Heward’s handy haversack (DMG)
o Periapt of wisdom +2 to +6 (DMG)
o Ring of protection +1 to +5 (DMG)
o Monks Belt (DMG)
Remember that the Bad guys all get access to this stuff and they live where we do.
Perhaps this access can be tiered to overall faction points? In any case, some of this stuff becomes required once you get a few levels under your belt.
Finally, on the issue of Faction rewards, I would love to see access to some flavour items that don't do much other then just be 'cool' For advancing prestige. For Andoran you may get access to being allowed to wear a fancy hat, or for Cheliax/Taldor, a minor title or something.
Just some ideas.
| Joshua J. Frost |
In fact, as I've said many times recently, the season 1 and v2.0 Guide book way we'll handle this is exactly linked to your Prestige total. The more Prestige you have, the higher gold piece value equipment you'll have access to. It'll be far less limiting. That said, there *will* be a list of items not allowed for the sake of game balance and ease of play.
| james maissen |
In fact, as I've said many times recently, the season 1 and v2.0 Guide book way we'll handle this is exactly linked to your Prestige total. The more Prestige you have, the higher gold piece value equipment you'll have access to. It'll be far less limiting. That said, there *will* be a list of items not allowed for the sake of game balance and ease of play.
Personally, I think a list of 'removed from the campaign' items would suffice and then simply open up access to everything else.
Let prestige be prestige.
Let module rewards be rewards.
Don't make them access. Other campaigns have made that mistake.
-James