Estlor
Explorer
I'm toying with the idea of removing the enhancement bonus to attack, AC, and NADs from magic items for my next campaign in an effort to let me put in a broader variety of wondrous items and consumables without feeling like I'm putting my party at a disadvantage by not providing them a steady stream of new weapons, implements, armor, and neck items to keep their attack and defenses in line with 4e's underlying mathematical assumptions. The base effect is all PCs will automatically receive an enhancement bonus to the three categories such that, roughly every five levels, it continues to scale like it would if they found standard 4e magic items. I don't have the exact specifics worked out, but I'm leaning 2/3/4, 7/8/9, 12/13/14, etc (so each PC has an "off" level at the beginning and end of the 5-level span) and may or may not determine what gets enhanced either by PC choice or by class role. (PC choice is probably easiest since role gets messy with hybrid classes.)
I see two immediate side-effects from this:
Of course, here is my first dilemma. Do I scale the items? I could very easily dictate that a 9th-level Symbol of Battle is necessary to deal +2d8 points of damage on a critical hit, or I could simply say a Symbol of Battle deals +1d8 per plus of your attack enhancement. Likewise, I could make my PCs get a "14th-level" Symbol of Battle to get the 2d10 damage from it's power, or I could just say when your attack enhancement bonus hits +3 that Symbol of Battle you carried around since heroic tier improves automatically.
I'm afraid if I keep bonus critical damage and power effects tied to an overall "level" of an item, I'll be right back where I started - obligated to give out more and more weapons, armor, neck slots, etc. On the other hand, will things get out of hand if you can buy a thundering weapon for the price of a level 2 magic item and instantly have the benefits of a 19th level magic item. Does it even matter if I continue to dock their treasure parcels for the value of the automatic enhancement bonuses they get? With armor I can justify charging a higher price because of masterwork armor - if you want that scale to be drakescale you've got to pay for it, buddy! But without masterwork weapons/implements/neck items, the same assumptions can't be made about the other items can't be made, and I'd like to avoid simply saying, "You can't buy magic weapon properties." I'd also prefer not to solve it buy building Weapon/Implement Expertise into the items as a gold cost and use that as masterwork items...
Thoughts? Suggestions? Belittling comments about me breaking the system?
I see two immediate side-effects from this:
- Weapons, Implements, Armor, and Neck Slot items change in value as they only provide properties and powers now.
- Treasure parcels need to be adjusted to account for the free "magic items" each PC gets automatically so that, over the course of 5 levels, each PC still has the approximate magic wealth of four 4e-baseline magic items.
Of course, here is my first dilemma. Do I scale the items? I could very easily dictate that a 9th-level Symbol of Battle is necessary to deal +2d8 points of damage on a critical hit, or I could simply say a Symbol of Battle deals +1d8 per plus of your attack enhancement. Likewise, I could make my PCs get a "14th-level" Symbol of Battle to get the 2d10 damage from it's power, or I could just say when your attack enhancement bonus hits +3 that Symbol of Battle you carried around since heroic tier improves automatically.
I'm afraid if I keep bonus critical damage and power effects tied to an overall "level" of an item, I'll be right back where I started - obligated to give out more and more weapons, armor, neck slots, etc. On the other hand, will things get out of hand if you can buy a thundering weapon for the price of a level 2 magic item and instantly have the benefits of a 19th level magic item. Does it even matter if I continue to dock their treasure parcels for the value of the automatic enhancement bonuses they get? With armor I can justify charging a higher price because of masterwork armor - if you want that scale to be drakescale you've got to pay for it, buddy! But without masterwork weapons/implements/neck items, the same assumptions can't be made about the other items can't be made, and I'd like to avoid simply saying, "You can't buy magic weapon properties." I'd also prefer not to solve it buy building Weapon/Implement Expertise into the items as a gold cost and use that as masterwork items...
Thoughts? Suggestions? Belittling comments about me breaking the system?