Editing Wandering Monsters (D&D 3.5 Campaign)
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 174: | Line 174: | ||
β | ''' | + | '''Equipment House Rules.''' |
β | Because high powered magic items can over | + | Because high powered magic items can over powera campaign, and some monsters are incapable or limitied in magic items, I've decide dto keep a tight reign on magic items. |
*Everyone can have one item that provides up to +5 total in stat boosts and up to +5 in AC and Save bonus and one magical weapon either +5 or +4 or 3 with special abilities. | *Everyone can have one item that provides up to +5 total in stat boosts and up to +5 in AC and Save bonus and one magical weapon either +5 or +4 or 3 with special abilities. | ||
*They also get one miselanous useful item and two marginally useful items. People forget for every +5 Sword of Awesome Awesomeness, there are dozens of Bag of Tricks, Marvoeus Pigments and eveful Spoons out there. So I urge charcters to take a couple. Both for realism's sake, and it helps round out characters. That and a really ingenious player could come up with great uses for these things. | *They also get one miselanous useful item and two marginally useful items. People forget for every +5 Sword of Awesome Awesomeness, there are dozens of Bag of Tricks, Marvoeus Pigments and eveful Spoons out there. So I urge charcters to take a couple. Both for realism's sake, and it helps round out characters. That and a really ingenious player could come up with great uses for these things. |