Difference between revisions of "Publication:Complete Gear"
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= 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 defned 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 defne the items rather than the items defining the character? |
− | 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 defned 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 defne the items rather than the items | ||
− | |||
− | 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. 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. [[Summary::By using the rules presented here, players can take control of | + | That is precisely the premise of this work. [[Summary::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. 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 | + | 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. 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. | ||
Revision as of 04:51, 8 January 2010
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
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 defned 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 defne 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.
Abbreviation | CG + |
Author | John Fraser + |
ISBN | None + |
Item Code | DSPMD0003 + |
Media Type | PDF + |
Page Count | 13 + |
Publication Date | 2009 + |
Publisher | Dreamscarred Press + |
Summary | By using the rules presented here, players … 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! l enjoy wielding that very power the most! + |
System | Dungeons and Dragons 3.5e + |
Title | Complete Gear + |