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Goober4473
2016-11-10, 06:12 PM
I've been putting this together for my upcoming Planescape campaign, and am looking for some ideas. The basic concept is, players choose their equipment from the options in their class/background, and can swap/refill their choices between "missions," which should be 1-3 sessions/adventuring days. They can then unlock "assets" that provide them with more options to choose from. The intent is to simplify wealth in a way that provides interesting choices, while also balancing out equipment in a new way that doesn't use gp value. i.e. plate armor is as valuable as half plate because both provide +1 higher AC.

What I'd like from you all:
- Game balance concerns.
- Ideas for new assets.
- Ideas to modify existing assets to make them better.
- Ideas for more magical tattoos.
- I'm also looking for a way to incorporate expensive material components into this system.

That I don't need:
- Suggestions for other systems that replace wealth.

Money cannot be used to purchase equipment, and is generally abstracted. A character might find a coin purse with some spare change in it, or sell some spare weapons they found during a mission, but the exact amount doesn’t matter. It is generally assumed characters will have enough cash on them to cover small expenses. Otherwise, personal wealth is left to the story details of a character’s downtime.

Characters always begin with equipment based on class and background. Between missions, a character can replace and/or refill all non-coin items gained in this way. A character can't sell these for any meaningful amount. For instance, perhaps the fighter begins with chain mail, but later decides they want a better ranged weapon. They could swap their chain mail out for leather armor, a longbow, and 20 arrows, since that was an option to begin with. Likewise, they could refill those 20 arrows before each mission, but could not make any money by selling them.

Multiclass characters, and those that gain proficiencies from racial traits, feats, or other sources will have combined and/or additional options, as chosen by the DM.

Purchasing Assets. The party can unlock additional equipment options by spending Requisition Points (RP) on “assets.” Assets each provide one or more new equipment options, which are chosen by players just like starting equipment is, and they can be swapped and/or refilled in the same manner. Unless otherwise noted, an option is available to every member of the party. If you unlock a higher level asset (i.e. “Arms 2” when you have “Arms 1”), you can choose to use a lower level version if you want, but not both.

RP is earned by completing missions, finding significant treasure, making allies, digging up dirt on local merchants, etc. Between missions, RP can be spent to unlock assets, or they can be saved for later. Alternatively, the DM may award assets on their own in place of RP to spend based on story events. Assets remain unlocked indefinitely, though they could be lost if the story demands it.

Finding Equipment. There are four types of found equipment:

Useless, broken, or otherwise unimportant equipment. This includes most monster weapons and armor, small amounts of coin, or other odds and ends that could be sold for at most a few coins.
Damaged or perishable items, such as occasional monster equipment, food, and some potions or salves. These items can be used during the mission, but afterwards become too broken or rotten to be useful. A player might refurbish a damaged item, but it becomes part of their normal equipment. i.e. it has to be included in starting equipment or an asset.
Quality equipment, including well-crafted weapons and armor, and most magic items. These items can be kept indefinitely, and do not count towards starting equipment or assets. Especially valuable magic items might be sold for RP to an appropriate buyer, at the DM’s discretion. The DM may also choose to award an asset for acquiring enough equipment of a certain type. For instance, a party that finds a large number of +1 weapons may simply be granted Arms 3.
Highly valuable, but otherwise not terribly useful items, such as treasure hoards, valuable pieces of art or jewelry, or extremely rare arcane tomes are converted into RP at the end of the mission.
Expected RP/Level. The exact rate of RP acquisition will depend on the DM and the players’ actions, but as a baseline, players can expect to see about 2 RP per level at the apprentice tier (levels 1-4), 4 per level at the heroic tier (levels 5-10), 6 per level at the paragon tier (levels 11-16), and 8 per level at the epic tier (levels 17-20). This might be from treasure hoards and other loot, payment for jobs, or a combination of the two. By making off with as much treasure as possible, establishing alliances, or by sheer dumb luck, players might expect to see around 50% more RP. More than that should require exceptional play or amazing luck. And of course, bad luck or bad decisions could lead to a lower RP gain, or even the loss of already acquired assets.

This works out to...
By level 5: 8-12 RP
By level 11: 32-48 RP
By level 17: 68-102 RP
After playing level 20 for a bit: 100-150 RP


Apprentice Tier Assets

Basic Equipment. 1 RP
- a) a healer's kit or b) any one equipment pack from page 151 of the PHB
- a) a set of tools chosen from among those on page 154 of the PHB or b) 50 feet of hempen rope and a climber’s kit or c) a hunter’s trap

Arms 1. 1 RP; requires Basic Equipment
- a) any one non-light weapon or b) any two light weapons or c) three thrown weapons
- 20 pieces of ammunition if you chose a projectile weapon

Hireling 1. 1 RP; can be purchased multiple times
- (shared between all PCs) draw three random minor hireling companions and choose one to accompany you for the mission

Spare Jink. 1 RP; requires Basic Equipment, can be purchased multiple times
- (shared between all PCs) Enough money or favors to make one bribe or to purchase one expensive item that isn’t worth RP.

Armor 1. 2 RP; requires Basic Equipment
- a) studded leather or b) breastplate or c) splint armor
- a shield

Arms 2. 2 RP; requires Arms 1
- a) any one non-light mastercraft* weapon or b) any two mastercraft* light weapons or c) three mastercraft* thrown weapons
- 20 pieces of ammunition if you chose a projectile weapon
*a mastercraft weapon deals +1 damage

Health Insurance 1. 2 RP
Each character can benefit from a lesser restoration or greater restoration spell once between each mission.

Alchemy 1. 3 RP; requires Basic Equipment
- a) a healing potion or b) two minor alchemical items or c) two doses of basic poison

Ink 1. 3 RP
- a) a minor tattoo or b) a spell scroll containing a 1st level spell that does not have an expensive material component


Heroic Tier Assets

Hireling 2. 2 RP; Requires level 5; can be purchased multiple times, but requires Hireling 1 each time
- (shared between all PCs) a) draw three random moderate hireling companions and choose one to accompany you for the mission or b) choose any one minor hireling companion to accompany you for the mission

Armor 2. 4 RP; requires level 5 and Armor 1
- a) studded leather or b) half plate or c) full plate
- a shield

Health Insurance 2. 4 RP; requires level 5 and Health Insurance 1
Each character can benefit from a raise dead or reincarnate spell once between each mission.

Alchemy 2. 6 RP; requires level 5 and Alchemy 1
- a) a greater healing potion or b) two moderate alchemical items or c) two doses of serpent venom or d) two doses of drow poison

Arms 3. 6 RP; requires level 5 and Arms 2
- a) any one non-light +1 weapon or b) any two +1 light weapons or c) three +1 thrown weapons
- 20 pieces of ammunition if you chose a projectile weapon

Ink 2. 6 RP; requires level 5 and Ink 1
- a) a moderate tattoo or b) a spell scroll containing a 2nd level spell that does not have an expensive material component


Paragon Tier Assets

Hireling 3. 3 RP; Requires level 11; can be purchased multiple times, but requires Hireling 2 each time
- (shared between all PCs) a) draw three random major hireling companions and choose one to accompany you for the mission or b) choose any one moderate hireling companion to accompany you for the mission

Armor 3. 6 RP; requires level 11 and Armor 2
- a) +1 studded leather or b) +1 half plate or c) +1 full plate
- a shield

Alchemy 3. 8 RP; requires level 11 and Alchemy 2
- a) a superior healing potion or b) an elixir of health or c) a major alchemical item or d) a dose of wyvern poison

Health Insurance 3. 8 RP; requires level 11 and Health Insurance 2
Each character can benefit from a resurrection spell once between each mission.

Arms 4. 12 RP; requires level 11 and Arms 3
- a) any one non-light +2 weapon or b) any two +2 light weapons or c) three +2 thrown weapons
- 20 pieces of ammunition if you chose a projectile weapon

Ink 3. 12 RP; requires level 11 and Ink 2
- a) a major tattoo or b) a spell scroll containing a 3rd level spell that does not have an expensive material component


Epic Tier Assets

Hireling 4. 4 RP; Requires level 17; can be purchased multiple times, but requires Hireling 3 each time
- (shared between all PCs) choose any one major hireling companion to accompany you for the mission

Alchemy 4. 12 RP; requires level 17 and Alchemy 3
- a) a supreme healing potion or b) a legendary alchemical item or c) a dose of purple worm poison

Armor 4. 12 RP; requires level 17 and Armor 3
- a) +2 studded leather or b) +2 half plate or c) +2 full plate
- a shield

Health Insurance 4. 12 RP; requires level 17 and Health Insurance 3
Each character can benefit from a true resurrection spell once between each mission.

Alchemy 5. 18 RP; requires level 20 and Alchemy 4
- a) two supreme healing potions or b) two legendary alchemical items or c) two doses of purple worm poison

Armor 5. 18 RP; requires level 20 and Armor 4
- a) +3 studded leather or b) +3 half plate or c) +3 full plate
- a shield

Arms 5. 18 RP; requires level 17 and Arms 4
- a) any one non-light +3 weapon or b) any two +3 light weapons or c) three +3 thrown weapons
- 20 pieces of ammunition if you chose a projectile weapon

Ink 4. 18 RP; requires level 17 and Ink 3
- a) a legendary tattoo or b) a spell scroll containing a 4th or 5th level spell that does not have an expensive material component
More on hirelings:
I'll be creating some companion cards (http://www.dmsguild.com/product/192283/Companion-Card-System) for these. I'm still not sure if I want to have them be purchased one at a time, or grant each player a hireling like most of the other assets do for other equipment.

More on alchemy:
The different alchemical items are about on par with the listed poisons. They're from my Additional Alchemy (http://www.dmsguild.com/product/193322/Additional-Alchemy) supplement (this system is the original reason I made that one).

More on magical tattoos:
Tattoos are a new type of magic item. They function in many ways like scrolls, providing magical effects at the cost of being consumed. As an action, the bearer of a magical tattoo can will the tattoo onto another willing or incapacitated creature they touch. A tattoo that allows you to cast a spell uses the higher of Intelligence, Wisdom, or Charisma for its Spellcasting ability.

Here are a few examples so far:

Minor Tattoos

Hand. You can cast mage hand. Once you do so, you can cast mage hand at will for the next 8 hours, at which point the tattoo disappears.

Minor Healing. You can use a bonus action to heal yourself 1d4 + your Constitution modifier hit points. The tattoo then disappears.

Moderate Tattoos

Restoration. You can cast lesser restoration on yourself. The tattoo then disappears.