• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

No Magic Items - Your Homebrewed Rules

Bigassgeek

First Post
I know there have been several threads about how to adjust characters as they level up in order to compensate for removing magic items from the game. I tried searching for them, but my Google-Fu is weak.

If you've got a nifty (and preferably super-simple) way to handle the removal of magic items from 4e while keeping the characters up to snuff as they progress in levels, I'd love to hear about it. I'm especially interested in house rules that take into account the new masterwork armor materials from Adventurers' Vault.

Thanks!
 

log in or register to remove this ad

I know there have been several threads about how to adjust characters as they level up in order to compensate for removing magic items from the game. I tried searching for them, but my Google-Fu is weak.

If you've got a nifty (and preferably super-simple) way to handle the removal of magic items from 4e while keeping the characters up to snuff as they progress in levels, I'd love to hear about it. I'm especially interested in house rules that take into account the new masterwork armor materials from Adventurers' Vault.

Thanks!

I am interested in reducing the impact of Magic Items as well. Though I wasn't considering dropping them to nothing. I wanted them distinctly overshadowed (unless maybe they are a relic.) and since bland bonuses are well not particularly interesting anyway... reducing them to +1 for heroic, +2 for paragon +3 for epic, seems nice and 4e ish. Then give the PCs a heroic boost compensation +1 on all attacks at 6,+2 at 16, and +3 at 26.

The above could be integrated with attribute enhancement associated with your class
ie give a +1 on your prime at 1 5 10 15 20 25 30, Presumedly people who relied more on themselves instead of props would develop more ;-)
 
Last edited:

I know there have been several threads about how to adjust characters as they level up in order to compensate for removing magic items from the game. I tried searching for them, but my Google-Fu is weak.

If you've got a nifty (and preferably super-simple) way to handle the removal of magic items from 4e while keeping the characters up to snuff as they progress in levels, I'd love to hear about it. I'm especially interested in house rules that take into account the new masterwork armor materials from Adventurers' Vault.

Thanks!

Chew on this -
http://www.enworld.org/forum/4e-fan...-low-magic-games-economy-d-d-4th-edition.html
 


1. Masterwork armor doesn't exist.
2. You get +1 to all attacks and defenses at level 11, 15, 21 and 25. If you wear heavy armor, this bonus is doubled for the purpose of AC. (This covers the lack of masterwork armor and the Expertise issue.)
3. Items don't grant enhancement bonuses. (Item property/power potency is based directly on item level.)
4. You get +1 enhancements to implement/weapon attacks, damage and defenses at level 3, 7, 13, 17, 23 and 27. (Why all the odd levels? Because PC stats already go up at even levels.)

Done.
 

4. You get +1 enhancements to implement/weapon attacks, damage and defenses at level 3, 7, 13, 17, 23 and 27. (Why all the odd levels? Because PC stats already go up at even levels.)

Done.
That looks thorough, any reason not to make it all attacks? most natural attacks seem to be under-fed currently. Are you assuming those will be enhanced with feats? guess that is reasonable.

For me I don't mind some magic device enhancement though (and I wouldn't mind if it were in the caliber of Masterwork weaponry range) and I do want Masterwork armor though not necessarily with all the magic enhancement as I find it very flavorful.
 
Last edited:

That looks thorough, any reason not to make it all attacks? most natural attacks seem to be under-fed currently. Are you assuming those will be enhanced with feats? guess that is reasonable.
I wouldn't mind granting the bonuses to stuff like bull rushes and grabs. The only reason I don't just say "all attacks" is because of racial attack powers, because they already get +2 per tier. Of course that could be replaced with enhancements too, but it requires another line of house rule text.
 

I keep mine pretty simple. +1 enhancement bonus every 3 levels on all attacks/defenses (replaces inherent bonuses on non-weapon/implement attacks), no masterwork armor, +1 AC for heavy armor at levels 5, 15, 25.

The only significant change is an extra 4 damage by 30th level but I don't see that as an issue. It may beef up twin/dual strike a bit too much but those powers aren't nearly as awesome when you remove reckless/bloodclaw cheese and Iron Armbands of power.
 

Add +1 per level instead of +1/2 level.
Skills would not get this boost.
Add level to damage to compensate for items boost on damage and crit bonus.

This is one of 4e's advantages, the system in this regard is superior.
 

Add +1 per level instead of +1/2 level.
Skills would not get this boost.
Add level to damage to compensate for items boost on damage and crit bonus.

This is one of 4e's advantages, the system in this regard is superior.

Did you leave out an implied removing attribute increase?...I dont mind the thought... but if magic devices provide any utility capability in the game then this method is sort of nerfing the pc's (in a general capability way not the POWER way) where as a solution which involves increasing the attributes to compensate for removing magic items sort of balances that out ie improved skill and qualifications for feats might be the source of that extra character utility.

Anyway food for thought .. the dirt simple method seems to have drawbacks but I guess i am not ditching magic devices entirely so that wouldn't be as much of an issue they would maintain there utility.

It occured to me that combined with the dissassociate the attribs from attacks hr this.. could allow you to keep the attribute enhancement... scale perfectly for attacks and defenses... I wouldnt use this for damage .. just to hit (the multi-attack crowd is hard enough to control)

I think your idea has ramifications that are far reaching...
 
Last edited:

Into the Woods

Remove ads

Top