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<blockquote data-quote="SeprenMaelstrom" data-source="post: 5976069" data-attributes="member: 6696363"><p>I'd like to say, I enjoy the idea so much I want to incorporate it into my own campaign. =] I came up with a list of possible enchantments. Since some are item type-specific, I have 3 lists - Weapon, Armour, Other. All three lists hare about 6+ enchantments in common, but have some exclusive ones each. I have a list of 10 each for Weapons and Armour, and 8 for Other. Player rolls their die to determine what enchantment they get, and then for two of them there are additional rolls.</p><p></p><p>Warding: First 3 damage of specified type, per encounter, turns into 3 temporary hit points. Roll 1d6 to determine damage type:</p><p>1 Cold</p><p>2 Fire</p><p>3 Thunder</p><p>4 Necrotic</p><p>5 Radiant</p><p>6 Arcane</p><p></p><p>Another one, weapon-specific:</p><p>Runed: Inscribed with magical runes of a particular language. If wielder is fluent in that language and has at least a 5 in Arcana, they can apply their Int mod to both attack and damage rolls with the weapon [in addition to, say, a Wizard using Int when attacking with a staff. Count it twice~]. Roll to determine language of runes:</p><p>1 Dwarven</p><p>2 Elven</p><p>3 Primordial</p><p>4 Deep Speech</p><p>5 Draconic </p><p>6 Giant</p><p></p><p>It's pretty convoluted, but with good rolls [depending on race and on known languages] a player can get a great weapon. Or, they could have a reason to seek out learning that particular language and to train Arcana. </p><p></p><p>Of course, they will be "personal" / soulbound effects, and each PC can only do 1 item, as opposed to the villain who has had it and been able to enchant many things over time. They also need to be non-magical items to begin with. I think I rather like the idea of this one-time, early bonus. The randomness of it might appeal to my group pretty well, methinks!</p></blockquote><p></p>
[QUOTE="SeprenMaelstrom, post: 5976069, member: 6696363"] I'd like to say, I enjoy the idea so much I want to incorporate it into my own campaign. =] I came up with a list of possible enchantments. Since some are item type-specific, I have 3 lists - Weapon, Armour, Other. All three lists hare about 6+ enchantments in common, but have some exclusive ones each. I have a list of 10 each for Weapons and Armour, and 8 for Other. Player rolls their die to determine what enchantment they get, and then for two of them there are additional rolls. Warding: First 3 damage of specified type, per encounter, turns into 3 temporary hit points. Roll 1d6 to determine damage type: 1 Cold 2 Fire 3 Thunder 4 Necrotic 5 Radiant 6 Arcane Another one, weapon-specific: Runed: Inscribed with magical runes of a particular language. If wielder is fluent in that language and has at least a 5 in Arcana, they can apply their Int mod to both attack and damage rolls with the weapon [in addition to, say, a Wizard using Int when attacking with a staff. Count it twice~]. Roll to determine language of runes: 1 Dwarven 2 Elven 3 Primordial 4 Deep Speech 5 Draconic 6 Giant It's pretty convoluted, but with good rolls [depending on race and on known languages] a player can get a great weapon. Or, they could have a reason to seek out learning that particular language and to train Arcana. Of course, they will be "personal" / soulbound effects, and each PC can only do 1 item, as opposed to the villain who has had it and been able to enchant many things over time. They also need to be non-magical items to begin with. I think I rather like the idea of this one-time, early bonus. The randomness of it might appeal to my group pretty well, methinks! [/QUOTE]
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