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<blockquote data-quote="kenjib" data-source="post: 138648" data-attributes="member: 530"><p>Some ideas on magic items - some from other people but I don't recall who:</p><p></p><p>1. Remove the limitation that all magic weapons and armor have at least a +1 bonus. Also remove the limitation that bonuses are always applied to both to-hit and damage. You could have, for example, a flaming sword (with no other bonuses), a +3 to hit sword that invokes true strike once per day as a free action, or a +2 damage keen sword. Damage resistance is penetrated by total bonus equivalent rather than just bonus value alone.</p><p></p><p>2. Give most magic items significant drawbacks and curses. For example, that +2 damage keen sword must see battle once per day or it grows heavier and heavier. The cloak of etherealness is a beacon for strange extra-dimensional predators. Whenever true strike is invoked using the +3 to hit/true strike sword, the user becomes fatigued after striking. Every time the staff of power is used the user must make a will saving throw DC5 +1 cumulative for each additional use. Failure results in a permanent loss of one hit point. The ring of protection +5 only works for one week after it is soaked in the fresh blood of an innocent stranger killed in cold blood.</p><p></p><p>3. Have items gain magical abilities through their usage and history rather than through enchantment. Example: Hulgar the mighty made a heroic last stand in the mountain passes against the invading orc horde. He died holding them back just long enough for his beloved and their unborn child to escape pursuit. Now when the user of this sword is reduced to 0 or fewer hit points, so long as he makes at least one attack with the sword per round he gains the following bonuses: he remains conscious, he does not suffer damage from blood loss, combat reflexes, +5 to armor class, +5 to hit, and +5 to all saving throws. If the wielder stops attacking and is still below 0 hit points he falls unconscious and continues with the standard blood loss rules. If the wielder falls to -10 or fewer hit points he dies immediately.</p><p></p><p>4. Don't use any magic items from the DMG. Instead create all original items. Alternatively, swap the item and the effect. For example, have a crown of invisibility and a cloak of intellect.</p><p></p><p>5. Require that the creation of an item (not including scrolls, potions, and wands) requires an item research journal. This works just like a spell book. The method for enchanting each item is considered to be a unique spell. The spell level of the spell is derived from item's caster level via caster level/2 rounding up. All casters must use such a journal to create magic items, even if they don't normally keep spell books. The cost of researching or scribing the item creation notes are as per the rules for wizards scribing spells. Treatises on item creation are hoarded jealously by covetous spellcasters and can be handed out in lieu of actual items.</p><p></p><p>6. Use the levelled magic item variant from Dragon.</p><p></p><p>7. Learning about an item's history unlocks new powers. Using the Hulgar's sword from #3 above, the sword is a normal sword until the user discovers this part of the sword's history. Later, the user also discovers that this sword was carried by the famous cavalry captain Tinatel at the legendary siege of Caladan. This discovery unlocks an additional power of the sword - +2 to ride checks, attack rolls, and damage when fighting from horseback. There can be even more secrets in the weapon's history just waiting to be unlocked.</p><p></p><p>P.S. Regarding armor and climate - didn't the conquistadors wear brigandine because heavier armor would have been too hot and cumbersome for steamy jungle trekks?</p><p></p><p>On another note - for another campaign idea put the characters into an alien environment and center the campaign around trying to get back to the normal world: Stranded in an alien world, shrunk down to the size of ants with no idea how to get back to normal size, trapped via a cave-in in a giant subterranean world that the surface world never knew existed (ala Journey to the Center of the Earth), sent forward in time to an alien future (Time Machine) or back to a primitive past, stranded on a deserted island, etc. You might have to tweak or remove some spells to make some of these work. One powerful side effect of most of these scenarios is that there is no longer any civilization - no shops, no treasure, no economy, no magic items, no replacement equipment that the player's can't craft on their own - nothing! If you want to introduce a bit more access to resources you could always introduce a Sleestak (Land of the Lost) type race - natives that are very alien to the characters way of thinking - or a native race that is irrevocably hostile toward the characters so that they must obtain equipment and supplies through scavenging and stealing.</p></blockquote><p></p>
[QUOTE="kenjib, post: 138648, member: 530"] Some ideas on magic items - some from other people but I don't recall who: 1. Remove the limitation that all magic weapons and armor have at least a +1 bonus. Also remove the limitation that bonuses are always applied to both to-hit and damage. You could have, for example, a flaming sword (with no other bonuses), a +3 to hit sword that invokes true strike once per day as a free action, or a +2 damage keen sword. Damage resistance is penetrated by total bonus equivalent rather than just bonus value alone. 2. Give most magic items significant drawbacks and curses. For example, that +2 damage keen sword must see battle once per day or it grows heavier and heavier. The cloak of etherealness is a beacon for strange extra-dimensional predators. Whenever true strike is invoked using the +3 to hit/true strike sword, the user becomes fatigued after striking. Every time the staff of power is used the user must make a will saving throw DC5 +1 cumulative for each additional use. Failure results in a permanent loss of one hit point. The ring of protection +5 only works for one week after it is soaked in the fresh blood of an innocent stranger killed in cold blood. 3. Have items gain magical abilities through their usage and history rather than through enchantment. Example: Hulgar the mighty made a heroic last stand in the mountain passes against the invading orc horde. He died holding them back just long enough for his beloved and their unborn child to escape pursuit. Now when the user of this sword is reduced to 0 or fewer hit points, so long as he makes at least one attack with the sword per round he gains the following bonuses: he remains conscious, he does not suffer damage from blood loss, combat reflexes, +5 to armor class, +5 to hit, and +5 to all saving throws. If the wielder stops attacking and is still below 0 hit points he falls unconscious and continues with the standard blood loss rules. If the wielder falls to -10 or fewer hit points he dies immediately. 4. Don't use any magic items from the DMG. Instead create all original items. Alternatively, swap the item and the effect. For example, have a crown of invisibility and a cloak of intellect. 5. Require that the creation of an item (not including scrolls, potions, and wands) requires an item research journal. This works just like a spell book. The method for enchanting each item is considered to be a unique spell. The spell level of the spell is derived from item's caster level via caster level/2 rounding up. All casters must use such a journal to create magic items, even if they don't normally keep spell books. The cost of researching or scribing the item creation notes are as per the rules for wizards scribing spells. Treatises on item creation are hoarded jealously by covetous spellcasters and can be handed out in lieu of actual items. 6. Use the levelled magic item variant from Dragon. 7. Learning about an item's history unlocks new powers. Using the Hulgar's sword from #3 above, the sword is a normal sword until the user discovers this part of the sword's history. Later, the user also discovers that this sword was carried by the famous cavalry captain Tinatel at the legendary siege of Caladan. This discovery unlocks an additional power of the sword - +2 to ride checks, attack rolls, and damage when fighting from horseback. There can be even more secrets in the weapon's history just waiting to be unlocked. P.S. Regarding armor and climate - didn't the conquistadors wear brigandine because heavier armor would have been too hot and cumbersome for steamy jungle trekks? On another note - for another campaign idea put the characters into an alien environment and center the campaign around trying to get back to the normal world: Stranded in an alien world, shrunk down to the size of ants with no idea how to get back to normal size, trapped via a cave-in in a giant subterranean world that the surface world never knew existed (ala Journey to the Center of the Earth), sent forward in time to an alien future (Time Machine) or back to a primitive past, stranded on a deserted island, etc. You might have to tweak or remove some spells to make some of these work. One powerful side effect of most of these scenarios is that there is no longer any civilization - no shops, no treasure, no economy, no magic items, no replacement equipment that the player's can't craft on their own - nothing! If you want to introduce a bit more access to resources you could always introduce a Sleestak (Land of the Lost) type race - natives that are very alien to the characters way of thinking - or a native race that is irrevocably hostile toward the characters so that they must obtain equipment and supplies through scavenging and stealing. [/QUOTE]
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