Difference between revisions of "Publication:Complete Gear"
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|image=Complete Gear.jpg | |image=Complete Gear.jpg | ||
|abbreviation=CG | |abbreviation=CG | ||
− | |system=Dungeons | + | |system=Dungeons and Dragons 3.5e |
|series= | |series= | ||
|publisher=Dreamscarred Press | |publisher=Dreamscarred Press | ||
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With illustrations by Dave Peterson and V. Shane, Complete Gear is written by John Fraser, the author of Complete Control: Character Design for the Uninhibited. | With illustrations by Dave Peterson and V. Shane, Complete Gear is written by John Fraser, the author of Complete Control: Character Design for the Uninhibited. | ||
}} | }} | ||
+ | {{#set:Summary=Using the rules here, players truly are once more in control of their equipment in a way that's both meaningful and balanced, and DMs don't have to come up with long lists of items that are both meaningful and balanced.}} | ||
− | = Preface = | + | == Preface == |
− | Complete Control took character design out of the hands of game designers and put it back into the hands | + | Complete Control took character design out of the hands of game designers and put it back into the hands of the individual players where it belongs. However, with as much freedom as Complete Control does give with respect to the character design process there is still a certain amount of reality to the complaint that a character is largely defined by their items. From the player’s perspective, when so much thought is put into designing precisely the desired character why shouldn’t that character define the items rather than the items defining the character? |
− | of the individual players where it belongs. | ||
− | with respect to the character design process there is still a certain amount of reality to the complaint that a | ||
− | character is largely | ||
− | designing precisely the desired character why shouldn’t that character | ||
− | |||
− | From the perspective of the Game Master, treasure and NPC equipment are often on the top of the list of | + | From the perspective of the Game Master, treasure and NPC equipment are often on the top of the list of elements that suck the fun out of games. Many Game Masters complain about the fact that magic-marts destroy the believability of the game. Yet, without places to buy magic items the players complain that they are reliant upon the mercy of the Game Master in handing out treasure. Wouldn’t it be nice to eliminate the time needed to prepare balanced treasure as well as remove the necessity of having a magic-mart in every city the characters might visit? |
− | elements that suck the fun out of games. | ||
− | destroy the believability of the game. | ||
− | are reliant upon the mercy of the Game Master in handing out treasure. | ||
− | time needed to prepare balanced treasure as well as remove the necessity of having a magic-mart in every | ||
− | city the characters might visit? | ||
− | That is precisely the premise of this work. | + | That is precisely the premise of this work. By using the rules presented here, players can take control of the items that their character uses. Game Masters can stop worrying about coming up with a meaningful yet balanced list of items and treasure. NPCs can use whatever items make sense to the character or monster without the Game Master worrying about unbalancing the game when the items fall into the hands of the characters. This work strives to take even more control out of the hands of the game designers and put it into the hands of the people who will enjoy wielding that very power the most! |
− | the items that their character uses. | ||
− | balanced list of items and treasure. | ||
− | without the Game Master worrying about unbalancing the game when the items fall into the hands of the | ||
− | characters. | ||
− | into the hands of the people who will enjoy wielding that very power the most! | ||
− | As a note before the text of Complete Gear begins, I hope that this work is seen as an obvious supplement | + | As a note before the text of Complete Gear begins, I hope that this work is seen as an obvious supplement to the work done in Complete Control: Character Design for the Uninhibited. Yet, this work in no way assumes that Complete Control is being used in a game. Complete Gear is a stand-alone system of magic items and treasure that does not rely upon Complete Control in any way. It can be used in any game that uses gold pieces to defne both character wealth and item purchases regardless of how character design occurs. |
− | to the work done in Complete Control: Character Design for the Uninhibited. | + | |
− | assumes that Complete Control is being used in a game. | + | == Contents == |
− | items and treasure that does not rely upon Complete Control in any way. | + | '''[[{{FULLPAGENAME}}/Complete Gear|Chapter 1: Complete Gear]]''' |
− | uses gold pieces to defne both character wealth and | + | :[[{{FULLPAGENAME}}/Complete Gear#Infusion Versus Influence|Infusion Versus Influence]] |
− | occurs. | + | :[[{{FULLPAGENAME}}/Complete Gear#Influences and Attunements|Influences and Attunements]] |
+ | :[[{{FULLPAGENAME}}/Complete Gear#The Same Economy, Different Rules|The Same Economy, Different Rules]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Influences and Masterwork Weapons/Armor|Influences and Masterwork Weapons/Armor]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Influences and How They Relate to Others|Influences and How They Relate to Others]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Special Materials|Special Materials]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Hardness and Hit Points of Attuned Items|Hardness and Hit Points of Attuned Items]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Effect of Complete Gear on Item Creation Feats|Effect of Complete Gear on Item Creation Feats]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Influences and Dispelling/Disjoining|Influences and Dispelling/Disjoining]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Intelligent Items|Intelligent Items]] | ||
+ | :[[{{FULLPAGENAME}}/Complete Gear#Artifacts in the Game|Artifacts in the Game]] | ||
+ | '''[[{{FULLPAGENAME}}/Variant Rules|Chapter 2: Variant Rules]]''' | ||
+ | :[[{{FULLPAGENAME}}/Variant Rules#Small Influences|Small Influences]] | ||
+ | :[[{{FULLPAGENAME}}/Variant Rules#Special Materials Variant|Special Materials Variant]] | ||
+ | :[[{{FULLPAGENAME}}/Variant Rules#Cursed Items Variant|Cursed Items Variant]] | ||
+ | :[[{{FULLPAGENAME}}/Variant Rules#Combining Rules for IPs with Rules for GPs|Combining Rules for IPs with Rules for GPs]] | ||
+ | '''[[{{FULLPAGENAME}}/Tilgrath|Chapter 3: Tilgrath: An Example]]''' | ||
+ | :[[{{FULLPAGENAME}}/Tilgrath#A New Look at Role-Playing Equipment|A New Look at Role-Playing Equipment]] | ||
+ | :[[{{FULLPAGENAME}}/Tilgrath#The Account Explained|The Account Explained]] | ||
---- | ---- | ||
− | {{3.5e OGL | + | {{Publication Breadcrumb/3.5e}}<br /> |
− | {{OGL Bottom| | + | {{3.5e OGL Breadcrumb}} |
− | + | {{OGL Bottom|Complete Gear|Complete Gear}} | |
[[Category:3.5e]] | [[Category:3.5e]] | ||
[[Category:OGL]] | [[Category:OGL]] | ||
[[Category:Sourcebook]] | [[Category:Sourcebook]] | ||
− | [[Category: | + | [[Category:Complete Gear]] |
Latest revision as of 18:30, 25 August 2011
This material is published under the OGL |
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This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
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Preface[edit]
Complete Control took character design out of the hands of game designers and put it back into the hands of the individual players where it belongs. However, with as much freedom as Complete Control does give with respect to the character design process there is still a certain amount of reality to the complaint that a character is largely defined by their items. From the player’s perspective, when so much thought is put into designing precisely the desired character why shouldn’t that character define the items rather than the items defining the character?
From the perspective of the Game Master, treasure and NPC equipment are often on the top of the list of elements that suck the fun out of games. Many Game Masters complain about the fact that magic-marts destroy the believability of the game. Yet, without places to buy magic items the players complain that they are reliant upon the mercy of the Game Master in handing out treasure. Wouldn’t it be nice to eliminate the time needed to prepare balanced treasure as well as remove the necessity of having a magic-mart in every city the characters might visit?
That is precisely the premise of this work. By using the rules presented here, players can take control of the items that their character uses. Game Masters can stop worrying about coming up with a meaningful yet balanced list of items and treasure. NPCs can use whatever items make sense to the character or monster without the Game Master worrying about unbalancing the game when the items fall into the hands of the characters. This work strives to take even more control out of the hands of the game designers and put it into the hands of the people who will enjoy wielding that very power the most!
As a note before the text of Complete Gear begins, I hope that this work is seen as an obvious supplement to the work done in Complete Control: Character Design for the Uninhibited. Yet, this work in no way assumes that Complete Control is being used in a game. Complete Gear is a stand-alone system of magic items and treasure that does not rely upon Complete Control in any way. It can be used in any game that uses gold pieces to defne both character wealth and item purchases regardless of how character design occurs.
Contents[edit]
- Infusion Versus Influence
- Influences and Attunements
- The Same Economy, Different Rules
- Influences and Masterwork Weapons/Armor
- Influences and How They Relate to Others
- Special Materials
- Hardness and Hit Points of Attuned Items
- Effect of Complete Gear on Item Creation Feats
- Influences and Dispelling/Disjoining
- Intelligent Items
- Artifacts in the Game
- Small Influences
- Special Materials Variant
- Cursed Items Variant
- Combining Rules for IPs with Rules for GPs
Chapter 3: Tilgrath: An Example
Back to Main Page → Publication List → 3.5e Publications
Back to Main Page → 3.5e Open Game Content
Abbreviation | CG + |
Author | John Fraser + |
ISBN | None + |
Item Code | DSPMD0003 + |
Media Type | PDF + |
Page Count | 13 + |
Publication Date | 2009 + |
Publisher | Dreamscarred Press + |
Summary | Using the rules here, players truly are once more in control of their equipment in a way that's both meaningful and balanced, and DMs don't have to come up with long lists of items that are both meaningful and balanced. + |
System | Dungeons and Dragons 3.5e + |
Title | Complete Gear + |