The equipment strength concerns mentioned previously gets brought up periodically, and I'm not going to restate my thoughts on it.
However, equipment concerns can be improved through in-game action. +5 lightning swords aren't on the menu, but improving the fighter's lot can be done.
If your PC's don't craft, think about rolling a mining alt to mine for ore or gems. It won't help your other characters directly, obviously, but will increase the number of craft ingredients in circulation.
Keep your distillable creature parts. If the local alchemists have enough then keep them for your own use. Keep obviously rare ingredients and enquire after their use in-game rather than just selling them to the store. Most +2 gear can be gained with in-game actions. Many, such as cloaks of fortification +2, can made relatively easily.
If you're interested in crafting, there are plenty of niches available. Brew Potion has been criminally under-utilised, though this is improving. An alchemist cleric with Brew potion who has enough levels to cast Regenerate would enjoy a monopoly on one potentially highly useful recipe, as far as I am aware. There are plenty of smiths but custom crafting armor is a lot of fun (at least for me).
Many ingredients for +3 and higher do not drop in loot and require DM assistance. However, I've seen player initiative rewarded numerous times. For example, if my PC wanted treant twigs (not that any of my PC's would want anything to do with those nasty things), then I would start by asking nature-type PC's in-game about treants. Fighter's aren't going to be able to match the GMW spell, but we can all improve their lot through in-character actions.
However, equipment concerns can be improved through in-game action. +5 lightning swords aren't on the menu, but improving the fighter's lot can be done.
If your PC's don't craft, think about rolling a mining alt to mine for ore or gems. It won't help your other characters directly, obviously, but will increase the number of craft ingredients in circulation.
Keep your distillable creature parts. If the local alchemists have enough then keep them for your own use. Keep obviously rare ingredients and enquire after their use in-game rather than just selling them to the store. Most +2 gear can be gained with in-game actions. Many, such as cloaks of fortification +2, can made relatively easily.
If you're interested in crafting, there are plenty of niches available. Brew Potion has been criminally under-utilised, though this is improving. An alchemist cleric with Brew potion who has enough levels to cast Regenerate would enjoy a monopoly on one potentially highly useful recipe, as far as I am aware. There are plenty of smiths but custom crafting armor is a lot of fun (at least for me).
Many ingredients for +3 and higher do not drop in loot and require DM assistance. However, I've seen player initiative rewarded numerous times. For example, if my PC wanted treant twigs (not that any of my PC's would want anything to do with those nasty things), then I would start by asking nature-type PC's in-game about treants. Fighter's aren't going to be able to match the GMW spell, but we can all improve their lot through in-character actions.




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