comrade raoul
Explorer
My first reaction to the new Design & Development article on magic item slots and traditional plusses was common: I thought the expectation was really lame. Here's the quote for context:
Here's how: just give PCs steadily increasing, additional bonuses to their AC, saving throws, and attack and damage, directly proportionate to the enhancement bonus they're "expected" to get, and eliminate the enhancement bonus those items provide. Since we know 4e provides a standardized, level-based bonus to (presumably) all of those parameters already, you can just increase the rate. For example, if characters standardly gain bonuses equal to half their level, but are assumed to have enhancement bonuses equal to 1/4 of their level, just increase the standard bonuses to 3/4 of their level. (Thus, an 8th-level character who gets a +4 level-based bonus to attack rolls but who is assumed to have a +2 implement just gets a +6 level-based bonus to attack rolls instead.)
On this view, implements just just provide special effects, just like all the other 4e magic items. In effect, you're extending the paradigm for the "supplementary" items, like helms and belts, to everything else. A 10th-level fighter might just have a flaming longsword, not a +2 flaming longsword. Having a +1 longsword would just mean you have a sword with an enhancement bonus one better than you're expected to have for your level--which means that such a sword could be useful throughout a character's career. (A +3 longsword might be rare and precious for anyone!)
So you get an easy-to-implement, slightly-lower magic, high-flavor system--if you want it. Everybody wins!
(Obvious caveat: I'm not sure the rules will support this sort of thing, of course, but everything we know about them strongly suggests they will, doesn't it?)
But, after thinking for a moment I'm really happy with it, because the transparency of the system, and the logic behind it, provides a VERY straightforward workaround for people who don't like the "enhancement bonus treadmill" (getting increasing enhancement bonuses but having the game systematically expect you to) while preserving the fun for people who do.We've preserved a number of items that have traditional “plusses.” These are the items we expect everybody to care about, and the ones that are factored into the math behind the game. If you’re 9th level, we expect you to have a set of +2 armor, and the challenges in the game at that level are balanced accordingly. Here are the primary item slots:
Weapon/Implement: Whether you’re swinging a mace or blasting with a magic wand, you have an item that adds to your attack and damage. These weapons also set your critical hit dice (the extra dice you roll when you score a critical hit, see the Design & Development article, "Critical Hits"). Even though this is called an item slot, that doesn’t mean you can’t wield more than one weapon, because that would make the ranger cry. 3.5 Equivalents: Weapons, holy symbols, rods, staffs, wands.
Armor: This category now includes cloth armor, so the wizard in robes has magic armor just like the rest of the group. Magic armor adds an enhancement bonus to your Armor Class. 3.5 Equivalents: Body, torso.
Neck: An item in the neck slot increases your Fortitude, Reflex, and Will defenses, as well as usually doing something else snappy. The most common items are amulets and cloaks. 3.5 Equivalents: Shoulders, throat."
Here's how: just give PCs steadily increasing, additional bonuses to their AC, saving throws, and attack and damage, directly proportionate to the enhancement bonus they're "expected" to get, and eliminate the enhancement bonus those items provide. Since we know 4e provides a standardized, level-based bonus to (presumably) all of those parameters already, you can just increase the rate. For example, if characters standardly gain bonuses equal to half their level, but are assumed to have enhancement bonuses equal to 1/4 of their level, just increase the standard bonuses to 3/4 of their level. (Thus, an 8th-level character who gets a +4 level-based bonus to attack rolls but who is assumed to have a +2 implement just gets a +6 level-based bonus to attack rolls instead.)
On this view, implements just just provide special effects, just like all the other 4e magic items. In effect, you're extending the paradigm for the "supplementary" items, like helms and belts, to everything else. A 10th-level fighter might just have a flaming longsword, not a +2 flaming longsword. Having a +1 longsword would just mean you have a sword with an enhancement bonus one better than you're expected to have for your level--which means that such a sword could be useful throughout a character's career. (A +3 longsword might be rare and precious for anyone!)
So you get an easy-to-implement, slightly-lower magic, high-flavor system--if you want it. Everybody wins!
(Obvious caveat: I'm not sure the rules will support this sort of thing, of course, but everything we know about them strongly suggests they will, doesn't it?)
Last edited: