AbdulAlhazred
Legend
I call this the 'Drow Solution' because it is exactly what Gygax did with the Drow in D1-D3, all their items rot away within a short time period, although you can get some decent use out of them for a short while.The idea here isn't to give NPCs a bunch of items to alter their stats. The idea is to have items that are inspired by their stats. On the creature building front, absolutely nothing changes.
The purpose is to have magic be an integral part of the world for everyone - not just the PCs - and not have it break the economy in a million pieces.
By making power based on continued investments, we can sidestep this problem a bit : while, for a few days, PCs could end up with 10+ magical rods, staffs, wands, amulets and etc, in effect, those things are not worth much to almost anybody.
I'm just suggesting the alternative, single use items, as another way to accomplish pretty much the same thing. You can give away a bunch of them and not worry about it too much.
Yeah, another part of the 4e solution, which was really intended to allow recycling of old replaced items into a supply of residuum to run your ritual casting and maybe some small customizations. Its not a bad idea.In essence, I'm providing two choices : try and use what they can (most of it will be useful, but even then, things will compete on the opportunity cost), or try and extract what they can out of items (I'm thinking ~1/20th of the usual worth in residuum
Also, for my circle of buddies, magic items are already "just gear". As such, the cool ones that stand out have the exact same characteristics as the cool "non-magical" items that stand out : they have player investment. Either from a cool picture that's been associated with the item, the sense of accomplishment when it was acquired, a particular description that struck a chord, or some completely random thing a player just decided.
I can try and make memorable items, but, IME, the ones that really stuck, weren't the ones I worked the hardest on - like, at all. So I've given up trying to "actively" make them "special" - I throw stuff at the wall as often as I can think of something possibly cool and then I have to just let the players decide if some of it, or something sparked by it, or something they saw on TV gets traction.
This is analogous to what I'm going for - but it's a different angle. But a very good one.
Yeah, I like the 4e ritual concept because it can make items into something interesting, basically an NPC.
And to just add to this, here's an idea: Artifacts as Companion Characters!

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