Drolyt wrote:I'm not really familiar with Shadowrun, but Champions' item system is just paying for items with character points just like everything else and getting a discount because it could in theory be taken away. It works very well for four-color supers and reasonably well for a variety of other settings you might want to use HERO with but is not really comparable to D&D. As for AD&D, I suppose I'll defer to you on that one because of your greater experience with the system, but I'm not really seeing how it was any better than 3e, except perhaps that items didn't provide quite as many piddly bonuses.
Champions items are indeed simply an extension of your character. You pay points and get whatever the fuck you want. Or you spend the same points to be the baddest man alive and you
don't get any items. Whatever. There's no looting at all, you have whatever specific items you feel like (and can afford out of your character points), and the world moves on. This system works and people actually play with it.
Shadowrun is a full cash system. You get paid in "money" and then you use social skills to track down rare items that you can exchange money for. If you have enough money and roll well on your social skills, you can get whatever you want. This system works and people actually play with it.
AD&D has essentially no crafting, no item markets, and no wishlists. Items are placed items and random drops, final destination. Sometimes players get shafted somewhat, sometimes players get awesome stuff at low levels, but on the balance enough magic items are handed out that players are able to keep up with the opposition at all levels. This system also works, and people actually play(ed) with it.
3rd edition has an item market and crafting and found items all together. And while in abstract you could make something like that work, 3e's system doesn't actually work. It fails in several ways. The first is that crafting generally manifests as the crafting character (who is generally a magic user) having more gold worth of equipment than non-crafting characters. But the casters are the gear independent classes and the non-casters are... not. So that just exacerbates the "Fighters can't have nice things" problem the game already has. Secondly, the actual Wealth By Level guidelines are badly broken and do not scale nearly fast enough in levels 4-10, which is really bad because that's otherwise the "sweet spot" where the
rest of the game works best and gets the most play. So no one really uses the 3e item rules, because they are terrible. Not structurally, just the actual numeric inputs used are awful.
Note, I'm really
not saying that 3e's item system is structurally unsalvageable. Fuck, K and I put a lot of work into tweaking 3e item rules for the better, and I think we did a pretty OK job (although we never did get a working system for
wands, because that turns out to be really hard if people put effort into abusing them). But 3e's item system
as released didn't give out enough cash to let a 9th level Fighter have a +3 Sword, a +3 Shield, and a +3 Armor, let alone a backup weapon or secondary doohickies,
even though the game math said he should have all that. This means that yes, the fact that Pathfinder straight up gives out more treasure
is an overall improvement (though of course it doesn't go far enough). And of course, you can't
just fix 3e's item system by handing out bigger piles of gold, because it
also has the problem that the quadratic cost advancement is actually totally fucked at the low end and the high end - it takes
four times the gold to go from +1 to +2 but only 56% more gold to go from +4 to +5 - which encourages the proliferation of bullshit +1 items to hang on your Christmas tree
and also makes trading in everything to get singular unbalancing items that are beyond your level too attractive. So it's not just the wealth system that's fucked, the costs are also fucked.
AD&D didn't have those problems. It had the "problem" where you ended up with a shit tonne of +1 swords that you had very little to do with other than maybe arm your henchmen or hang on your wall - but considering that that actually made your occasional frost brand or doom glaive feel really special, I'm not even sure that counts as a problem. And of course it
did have the problem where with poor luck you could end up without a magic sword at all at the point where enemies immune to mundane weaponry started showing up - but the game encouraged running from combat and had short character generation times, so even that was and is considered acceptable.
Note also that literally everything Phone Lobster says is wrong. When I'm talking about AD&D treasure, I'm literally talking about AD&D. 2nd edition did a lot of experimentation with "making treasure rare", which combined with lottery items meant that you basically didn't get the stuff you needed at the level you needed it, and it was in the same shit boat as 3rd edition for high level play. The usual solution was just to hand out more treasure like it was a 1st edition game, and that worked OK. Though of course now we're no longer talking about using the item allocation system out of the box.
-Username17