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Sep. 27th, 2005 @ 04:08 pm Changing the System and all...
Current Mood: creative
Im Getting to the point in my modification of the D20 system, where its starting to seem like a serious project, so much so that i've started a community to talk about the stuff. However, I'm starting to realize that the changes im making here are getting kinda ridiculously significant, so Here's my question:
When I remove Magic Items at large, what are the things you guys think I'll need to do to counteract the loss of balance?
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artemissgk:
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From:bossmustang
Date:September 30th, 2005 07:30 am (UTC)
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If you're talking about removing magic items completely, you would have to balance it out by severely-restricting magic in general. You'd pretty-much end up with a very-low-magic setting, like Middle Earth, where magic does exist, but is only wielded by very few.
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From:artemissgk
Date:September 30th, 2005 04:50 pm (UTC)

Not entirely, but they are mostly gone

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magic items will still exist, but will either have an expiration date, or be very rare and hoarded like the few they are.
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From:raion
Date:October 5th, 2005 08:04 pm (UTC)
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it makes damage reduction incredibly more powerful to have magic weapons removed from play.
it makes adventuring incredibly more dangerous to remove potions (healing, etc)
armor and misc items can be safely removed, though it does alter the dynamics of certain things.. no bags of holding, for one.
wands and scrolls will irritate wizards, but few others will be much affected.

and staves and rods you seem to already have a plan for.
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From:josef_grey
Date:October 26th, 2005 10:45 pm (UTC)
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The Midnight setting does this. They compensated by including extensive herbalism rules, but later mollified this to make all the complex herballism stuff alot more like potion creation. In terms of balance, players are given 'heroic paths' that gain in power, exacly like major bloodlines, as characters advance. This is supposed to counteract the lack of high-end power, and I've seen that it does, in a long campaign, though characters suffer alot between 1st to 8th level or so, until they come into their own.
It takes away a crutch that players tend to rely upon, seeing as most monsters aern't equipped with the perfect items to t make them work, but players usually are. You'd be surprised at how hard it is for a 15th level fighter to hold his own with only chain mail and a masterwork broadsword. The AC simply doesn't stack up.

Another thing would be to simply increase the amount of xp given per encounter, so the more experienced but less well-equipped players could go toe-to-toe.
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From:artemissgk
Date:October 27th, 2005 03:38 pm (UTC)

Well, some of the rule mods...

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...I am using help to counteract this somewhat. I mean for one I perused the unearthed arcana, and after serious amounts of modification and adaptation have finally finished a list of number and abilities to help balance this.
For one, a progressive bonus to AC based on class level, and the general defensive focus of the class.
Next, armour grants base damage reduction, varying by type.
An expanded feats list as well as upgrade for many of them, as well as additional equipment as included as standard for dodifying the defensive abilities like complex shield usage, dastana, and parry rules.
Expanding crafting quality rules for weapons of different levels of finery, from cheap to masterpiece, as well as the ability to short-term increase a weapons power through spells.
These are the basic ones I have worked out now.