For the first time in a long time, I'm considering running a "high fantasy" game. My group has long burned out on "high magic/high fantasy" due to magic users (divine and arcane) dominating the game after level 9. It is also going to be the "kick the tires" campaign for the group for 4e. In that respect I want to open up some options for the players in regards to magic items, sort of taking "Weapons of Legacy" and morphing it somewhat.
So after looking at the treasure parcel chart and cross referencing it to the magic item values I noticed a couple of things.
1) If you do the 4 items per 5 PC's per 5 levels and basically have one PC in each of the top 5 slots (the four which grant magic items and then the one without magic, but increse share until it equals value of magic item = to level) there is a slight variance of total magic item value at 30th level, but it is only about 5k difference on 19,000,000 total average value.
2) Going to smaller parties makes the total value the same, but the variance much greater, especially at points in the process where there are large swings in values.
3) Going to larger parties actually reduces the average value by up to 10% with a part of 8, which is basically half a level 30 item...
So in order to create a little more "equity equality" at any given level and to allow the players to experiment with magic items here is what I'm proposing:
0) Magic is malleable. Though Enchant Item is required to make magic items, the magic "attunes" itself to its owner.
1) Disenchant Item is no longer level restricted.
2) Enchant Item works by default for items created for use by characters who have the same power source as yourself, it is still level restricted.
2a) To Enchant an item for another power source, it requires a character who uses that power source to make an "attack" roll using their Base Attack Bonus versus a DC equal to the Item's level. (This reflects that it is easy to "cross enchant" low level items, but it gets harder as the powers grow. It also encourages 3) )
3) Before an extended rest a player may spend 5 minutes per item to "reattune" it. After the extended rest is up, the item properties are replaced by any of the same level. (So a +1 Flaming Sword may become a +1 Frost Sword if both are level 3)
3a) In order to "add levels" to a magic item, one simply must "add" essence (I hate that residuim word) to the item. The amount needed reflects the difference in price between the two items. (Taking a +1 Sword and then turning it into a +1 Flaming Sword would "cost" 320gp worth of essence.) It requires one hour of attuning and an extended rest in order for the "upgrade" to go into effect.
4) Disenchanting an item provides the full gp of essence, however after one day the amount is reduced to 20%. (This is to encourage the players to use the essence for reattunement or to keep the magic item.) (Yes, I realize this will actually make the total power of the magic items a little more than intended, but end of the day they still end up with about 19 mil gp worth of magic items)
5) Items can only change magical qualities, not mundane. (A sword is a sword is a sword, no sword becomes an axe) In this respect most wonderous items will only be "upgraded" and not "shifted".
This is the majority of the "crunch" subject to change...
End result is the players would be able to "fiddle" with different magic effects on items. Trying different combinations out finding both optimal and sub-optimal combinations. It also allows the DM to "nerf" combinations that are too powerful through the malleable mechanic. I might limit it to only once per level to match up with retraining, but will probably let it go on the extended rest counter unless it becomes too much of a hassle or too powerful. (Which at later levels it might very well be)
Thoughts, comments, constructive criticism, etc. appreciated, if you are just going to criticize because you don't like it, save it, you won't be playing in the campaign anyway.
So after looking at the treasure parcel chart and cross referencing it to the magic item values I noticed a couple of things.
1) If you do the 4 items per 5 PC's per 5 levels and basically have one PC in each of the top 5 slots (the four which grant magic items and then the one without magic, but increse share until it equals value of magic item = to level) there is a slight variance of total magic item value at 30th level, but it is only about 5k difference on 19,000,000 total average value.
2) Going to smaller parties makes the total value the same, but the variance much greater, especially at points in the process where there are large swings in values.
3) Going to larger parties actually reduces the average value by up to 10% with a part of 8, which is basically half a level 30 item...
So in order to create a little more "equity equality" at any given level and to allow the players to experiment with magic items here is what I'm proposing:
0) Magic is malleable. Though Enchant Item is required to make magic items, the magic "attunes" itself to its owner.
1) Disenchant Item is no longer level restricted.
2) Enchant Item works by default for items created for use by characters who have the same power source as yourself, it is still level restricted.
2a) To Enchant an item for another power source, it requires a character who uses that power source to make an "attack" roll using their Base Attack Bonus versus a DC equal to the Item's level. (This reflects that it is easy to "cross enchant" low level items, but it gets harder as the powers grow. It also encourages 3) )
3) Before an extended rest a player may spend 5 minutes per item to "reattune" it. After the extended rest is up, the item properties are replaced by any of the same level. (So a +1 Flaming Sword may become a +1 Frost Sword if both are level 3)
3a) In order to "add levels" to a magic item, one simply must "add" essence (I hate that residuim word) to the item. The amount needed reflects the difference in price between the two items. (Taking a +1 Sword and then turning it into a +1 Flaming Sword would "cost" 320gp worth of essence.) It requires one hour of attuning and an extended rest in order for the "upgrade" to go into effect.
4) Disenchanting an item provides the full gp of essence, however after one day the amount is reduced to 20%. (This is to encourage the players to use the essence for reattunement or to keep the magic item.) (Yes, I realize this will actually make the total power of the magic items a little more than intended, but end of the day they still end up with about 19 mil gp worth of magic items)
5) Items can only change magical qualities, not mundane. (A sword is a sword is a sword, no sword becomes an axe) In this respect most wonderous items will only be "upgraded" and not "shifted".
This is the majority of the "crunch" subject to change...
End result is the players would be able to "fiddle" with different magic effects on items. Trying different combinations out finding both optimal and sub-optimal combinations. It also allows the DM to "nerf" combinations that are too powerful through the malleable mechanic. I might limit it to only once per level to match up with retraining, but will probably let it go on the extended rest counter unless it becomes too much of a hassle or too powerful. (Which at later levels it might very well be)
Thoughts, comments, constructive criticism, etc. appreciated, if you are just going to criticize because you don't like it, save it, you won't be playing in the campaign anyway.
