Goober4473
2016-08-12, 12:33 AM
I'm still only half way through running Out of the Abyss, but I'm already thinking about mechanics for my upcoming Planescape game(s), and one thing I'm considering is, given all of the different kinds of currency you can find in the planes, including favors and blackmail, and since I'd like to run the game as a series of small missions ("cases") where players can swap out PCs easily as different members of a sort of detective agency, it'd be neat to have a system other than gold pieces to track wealth. So here are my thoughts:
1. Everyone starts with equipment based on class/background rather than buying items individually. Between cases, they can replace/refill all non-coin items they get from these (but they can't sell them for any meaningful amount). For instance, perhaps the fighter starts with chain mail, but later boosts Dexterity, they could swap that out for leather armor, a longbow, and 20 arrows. Likewise, they could refill those 20 arrows for each case.
2. Once they've established a base of operations (likely after their first case), they can gain additional equipment options in the same vein. Each case would come with something like Requisition Points, from loot and/or payment, which could be spent on office upgrades, which would include more/better gear. For instance, at first, the office might provide one PC a healer's kit, and each PC any additional martial weapon, and later upgrades might include healing potions, scrolls, expensive material components, poisons, mastercraft or even magical weapons and armor, or just about anything else. Each option would be swappable, refillable, and unsellable as with the starting equipment, so if you got one healing potion per case, whether you drink it or not you get 1, and only 1, for the next case too.
3. Characters might also carry some cash ("jink") of their own, but we assume a character's personal stash is for them, not for cases or equipment. Or at the very least it just goes into the replenishment portion of their gear. An upgrade might even grant some "bribe money" that could be used to get advantage on a set number of Charisma checks that would benefit from a bribe.
What doe you all think of this? And also, any further ideas, or ideas for specific upgrades?
1. Everyone starts with equipment based on class/background rather than buying items individually. Between cases, they can replace/refill all non-coin items they get from these (but they can't sell them for any meaningful amount). For instance, perhaps the fighter starts with chain mail, but later boosts Dexterity, they could swap that out for leather armor, a longbow, and 20 arrows. Likewise, they could refill those 20 arrows for each case.
2. Once they've established a base of operations (likely after their first case), they can gain additional equipment options in the same vein. Each case would come with something like Requisition Points, from loot and/or payment, which could be spent on office upgrades, which would include more/better gear. For instance, at first, the office might provide one PC a healer's kit, and each PC any additional martial weapon, and later upgrades might include healing potions, scrolls, expensive material components, poisons, mastercraft or even magical weapons and armor, or just about anything else. Each option would be swappable, refillable, and unsellable as with the starting equipment, so if you got one healing potion per case, whether you drink it or not you get 1, and only 1, for the next case too.
3. Characters might also carry some cash ("jink") of their own, but we assume a character's personal stash is for them, not for cases or equipment. Or at the very least it just goes into the replenishment portion of their gear. An upgrade might even grant some "bribe money" that could be used to get advantage on a set number of Charisma checks that would benefit from a bribe.
What doe you all think of this? And also, any further ideas, or ideas for specific upgrades?