ProfessorCirno |
ProfessorCirno wrote:I've actually done something VERY similar. My system:
1) Wealth is separated from "Character Upgrade Points" or "Be Awesome Points" or, as one player named them, "Never Having Enough Points"
Wealth is used for mundane things. Some mundane things are wicked cool, like your own base of operations, or hiring oiled up servant men to carry all your things for you. Wealth is very abstract. You don't have a specific number for Wealth. it includes the base of operations, the oiled servant men, or even just the capability to purchase dinner at the tavern, or being able to rent the expensive room. This is a very vague score rather then a full number.
Character Upgrade Points are given instead of your standard gold. Whever you see "gold" in wealth per level, or in the price of certain things, you use the upgrade points. They are for "buying" the following: Big 6 upgrades, magic armor, and magic weapons. They're also for (actually) buying everything else.
So, a character that wants to purchase Eyes of the Eagle, a metamagic Rod, or Ring of Sustenance (for example) simply pays for them with Upgrade Points, in your system?
I'm curious of how you deal with non-"big 6" magic items, because my players are VERY magic item oriented, they can't get enough magic items, and using this system would be a dramatic change from the standard.
Yes, pretty much. For non-Big 6 magic items, they're bought just like always, but with points instead of gold.
Kelso |
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I just wanted to put in one last consolidated post with the entire system written down, including stuff that has arisen from the discussion. The following is the system I'm going to pitch to my players after we finish our current campaign. Additional review is still welcome, though.
Name: NHEP Point System (Never Having Enough Points, borrowed/stolen from ProfessorCirno)
Purpose: To remove Wealth as a source of Power from the game without actually removing Wealth or Power.
Summary: PCs receive points at each level equivalent to 75% of their expected wealth. These can be used to purchase the same bonuses they could get from using gold to buy Big Six items like Rings of Protection or Belts of Strength. These items are completely removed from the game. Actual wealth is then freed up to be used to either buy items that are not so directly tied to PC power or for role-play purposes.
Level- Points
1----- 0
2----- 1
3----- 2
4----- 5
5----- 8
6----- 12
7----- 18
8----- 25
9----- 35
10---- 47
11---- 62
12---- 81
13---- 105
14---- 139
15---- 180
16---- 236
17---- 308
18---- 398
19---- 514
20---- 660
The points listed are not the amount gained at each level, but rather the total accumulated points for the given level. I list them this way because I intend to allow the PCs to redistribute their points at each level, if they wish. I can think of no exploits that might arise from this.
How to read this table: After each entry, the bonus and cost are written in brackets with the bonus first, then the cost. [+3/18] means a +3 bonus costs 18 points.
Primary Melee Weapon: [+1/2] [+2/8] [+3/18] [+4/32] [+5/50] [*+6/72] [*+7/98] [*+8/128] [*+9/162] [*+10/200]
This enhancement bonus applies to any Masterwork melee weapon wielded in the character's primary hand or two-handed. PC may not have a bonus to attack and damage beyond +5, except as added special abilities. Special abilities like Flaming, Holy and Giantbane may be purchased in this system.
Off-hand Melee Weapon: Same bonuses, costs and limitations as Primary, but applies to Masterwork weapon held in the off hand.
Ranged Weapon: Same bonuses, costs and limitations as Primary, but applies to Masterwork ranged weapons.
Armor: [+1/1] [+2/4] [+3/9] [+4/16] [+5/25] [*+6/36] [*+7/49] [*+8/64] [*+9/81] [*+10/100]
Provides an enhancement bonus to any Masterwork Armor worn by the PC. The PC may only have a total bonus of +5, with the rest applying as special abilities.
Shield: Identical bonuses and costs as the armor enhancement, but applies to any masterwork shield worn by the PC.
Unarmored Armor Bonus: [+1/1] [+2/4] [+3/9] [+4/16] [+5/25] [+6/36] [+7/49] [+8/64]
This mimics Bracers of Armor and does not require the character to wear armor. Like that item, the character only takes the better of their existing armor or this bonus.
Natural Armor Bonus: [+1/2] [+2/8] [+3/18] [+4/32] [+5/50]
As an Amulet of Natural Armor.
Deflection AC Bonus: [+1/2] [+2/8] [+3/18] [+4/32] [+5/50]
As a Ring of Protection
Ability Scores: [+1/1] [+2/4] [+3/9] [+4/16] [+5/25] [+6/36]
The costs and bonuses must be paid for and applied to each ability score separately (Strength, Dexterity, Constitution, Intelligence, Wisdom & Charisma.) Unlike the standard magic items, this system allows PCs to purchase odd bonuses.
Saves Resistance Bonus: [+1/1] [+2/4] [+3/9] [+4/16] [+5/25]
(Optional - Insight AC Bonus - Like a Dusty Rose Ioun Stone: [+1/5])
Spell Slots:
[-0-/1 each] [1st/1 each] [2nd/4 each] [3rd/9 each] [4th/16 each] [5th/25 each] [6th/36 each] [7th/49 each] [8th/64 each] [9th/81 each]
Each of these purchased gives an extra spell slot of the listed level. They can all be purchased more than once. They are used to prepare additional spells per day (like wizards and clerics) or to have higher spell per day limits for spontaneous casters. Purchased 0-level slots instead give casters additional known or memorized 0-level spells, since 0-levels spells can be used unlimitedly.
Spell Resistance: [SR 13+/Costs 10 per point of SR over 12, minimum 13, maximum of 12+Character Level]
But what about magic items like Holy Avengers and Celestial Armor?
These items still exist, albeit in an altered state. The enchantment bonus is removed and the price adjusted. The weapon or armor is still considered magical, still masterwork and keeps all properties other than those that can be purchased under this system.
In a nutshell: Subtract the value of the enhancement bonus from the weapon or armor.
For example:
Frost Brand - Ordinarily a +3 Frost Greatsword with several extra interesting abilities. The +3 Frost (equivalent to a +4 enhancement) is removed from the weapon, reducing its value by 32000 gp. What was once a 54475 gp weapon is now a 21475 gp weapon. The character wielding it has only the enhancement that he/she purchased within this system, which may be higher or lower. Some DMs may wish to rule that the first +4 of inherent Enhancement bonus is automatically repurposed by this weapon to the original +3 Frost from the item description. In any case, the wielder still gets the Energy Resistance and fire-extinguishing abilities of the weapon.
Celestial Armor - This is +3 Chainmail. A +3 armor enchantment is worth 9000 gp. The armor loses the +3 enhancement bonus to AC, but all other properties remain. The price for Celestial Armor drops from 22400 gp to 13400 gp.
Holy Avenger - This one is a little trickier. By the rules on p. 549 of the PRPG. The price of this weapon is probably 30% cheaper than it really should be because of its class and alignment requirements to be wielded properly. It's effectively a +7 weapon with some cool abilities. By my calculations, it should cost around 170000 gp if it did not require a LG Paladin to wield it properly. Remove the +7 and it becomes worth around 72000 gp before the cost reduction. After the cost reduction and adding the value of the masterwork weapon back in, I believe the weapon is now worth 51630 gp.
In a nutshell: If the weapon or armor has an alignment or class restriction, subtract 70% of the cost of enhancement. Otherwise, you'll probably be making the item too cheap.
The Robe of the Archmagi gives an Armor bonus to AC, Spell Resistance, and a Resistance bonus to Saving Throws. These bonuses are all covered under this system and therefore should be removed from the item. However, all that leaves is a +2 to caster level checks to overcomes Spell Resistance and some negative levels if you put the Robe on and you are the wrong alignment. If you subtract the cost of these bonuses, by my calculations, this item is now worth about 5000 gp.
The Robe of the Archmagi is one of those iconic magic items that have been delighting players for decades whenever it comes up as loot. It's still an item worth having for 5000gp, but it's hardly the exciting, iconic magic item that the party wizard hopes and prays for from level 1 onward.
I'm of the opinion that additional abilities should be added to the robe to get it back to its original value. Maybe something like adding a +1 to the spell DCs of all spells from the wearer? I'd love to hear some ideas on that one.
Thanks for reading!
Kelso |
Just so I'm clear...
Does a character still need to purchase the masterwork armour/weapon itself, or is it included in the point cost?
For example, does a masterwork breastplate still cost 350 gp? Or a masterwork longsword 315? Or masterwork full plate, for that matter.
Yes, the character would still need to purchase/find/craft masterwork weapons and armor in order to make use of the innate enhancements they purchase as they level. Prices in gold of such items are unchanged.