RPG

Masterwork Gear of the Realms

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From publisher blurb: The base 5th edition game lacks both the options and design philosophy oriented towards purchasing and discovering a variety of loot. Magic items are intended to be rare, and when your two meaningful indications of progress are the gaining of levels and magic items, the game slows down. To a crawl, potentially, and it can happen very quickly (assuming you're lucky and the game doesn't begin with an incredibly slow pace). This is in regards to your typical game anyways, where the loot and rewards with the greatest impact on the game overall tend to be related to combat, even if the campaign is ostensibly leaning towards a different mode of play. How do we fix this? Masterwork Gear of the Realms supports not only a variety of character concepts, but also a variety of different genres and campaign styles. The cosmology in which Brackas is nestled has more of a steampunk bent on the whole, but different concepts like steamworks, electricity, firearms, living weapons, biologically focused magic, munitions, artillery, etc all live largely separated on their own worlds. No matter what kind of campaign the GM is running, this document contains nonmagical loot appropriate for their game.

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