jontherev said:Have any DMs out there ever run a campaign centered around magic items?
I played in a campaign - way back when 2E was young and fresh, 1989ish - where each character started with a level-appropriate magic item that would increase in power as we learned more about it. All were eventually artifact-level in power (and associated nastiness), and linked to the end of the world-type situation we were dealing with. It was pretty cool.
I'm handing out intelligent items that are pretty powerful at 1st level. Although they are each very nice, I'm trying hard to make them balanced. For example, the armor for the rogue is a +1 glamered mithril chain shirt of nimbleness with the shadow and silent moves abilities. It also can cast detect magic at will and use blur 3 times/day. There's also a few other things it can do that I've houseruled, like having skill points and gaining experience (eerily similar to the Unearthed Arcana rules). Yeah, I know it sounds uber powerful. However, I think the item will settle down in power after 3 or 4 levels. Plus, he won't be able to add any enchantments for a LONG time, probably after 10th level, since we're going through the Red Hand of Doom.
It does indeed sound pretty darn powerful. If I were to do that sort of thing, I'd probably use the intelligent item rules from the Complete Book of Eldritch Might (by Malhavoc). The system there gives allows items to earn XP (via their owners sacrificing XP on the item's behalf) and earn abilities, feats, and skills as they do so. As well, I'd try to go with non-weapon/armour items, so the player doesn't feel compelled to adjust his combat build around the item's abilities.