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General Tabletop Discussion
*Dungeons & Dragons
Alternative to magic weapons and armor so they do not break bounded accuracy.
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<blockquote data-quote="The-Magic-Sword" data-source="post: 6966465" data-attributes="member: 6801252"><p>This actually came up for me recently, and to make a long story short i'm compiling a document of alternative magic items with the setting i've been cooking up. </p><p></p><p>It's not so hard, a lot of items aren't hard to convert (I just have to account for relative strength and because of setting reasons, rephrasing something as a blessing of ____)</p><p></p><p>Many of them can even be handled with one entry, "Blessing of Elemental War" just uses a command word on a weapon to convert the damage type (and ignite the blade or whatever) </p><p></p><p>So You might have a Longsword of Radiance created with this blessing, when you call out "Holy Light!" if that's what the god who made the item set it as, it flares to life, and converts slashing to radiant. Another item gives advantage against a specific enemy type and also burns brightly while in their presence- inspired of course by sting.</p><p></p><p>All items are essentially uncommons, "Blessed items"</p><p></p><p>But then there are a class of god-bound items, that are actually like legendary weapons, but they start out mundane, and then the player has to undergo quests (or you could directly gate it to leveling i guess, that's the mechanical purpose) to unlock ever more powerful properties. Sometiems Blessed Items are like shadows of these items- every soldier in the demon war might have held a weapon of radiance, but the general wielded the legendary Angel Blade of Rage (which is much more powerful and if a player found it would have it be their one super powerful item)</p><p></p><p>The biggest part of the reason (other than cool factor) i'm doing this, is because I miss items in the PHB and I want players to have control over what items they get- I want you to make character for whom your most basic concept was "Barbarian with a flaming axe" and have a system where you get to basically pick that for your character. Also, I kind of hate how magic items interfere with BA, because ultimately, my players want magic items that are useful in combat, so I can't just leave it out without messing with the system.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 6966465, member: 6801252"] This actually came up for me recently, and to make a long story short i'm compiling a document of alternative magic items with the setting i've been cooking up. It's not so hard, a lot of items aren't hard to convert (I just have to account for relative strength and because of setting reasons, rephrasing something as a blessing of ____) Many of them can even be handled with one entry, "Blessing of Elemental War" just uses a command word on a weapon to convert the damage type (and ignite the blade or whatever) So You might have a Longsword of Radiance created with this blessing, when you call out "Holy Light!" if that's what the god who made the item set it as, it flares to life, and converts slashing to radiant. Another item gives advantage against a specific enemy type and also burns brightly while in their presence- inspired of course by sting. All items are essentially uncommons, "Blessed items" But then there are a class of god-bound items, that are actually like legendary weapons, but they start out mundane, and then the player has to undergo quests (or you could directly gate it to leveling i guess, that's the mechanical purpose) to unlock ever more powerful properties. Sometiems Blessed Items are like shadows of these items- every soldier in the demon war might have held a weapon of radiance, but the general wielded the legendary Angel Blade of Rage (which is much more powerful and if a player found it would have it be their one super powerful item) The biggest part of the reason (other than cool factor) i'm doing this, is because I miss items in the PHB and I want players to have control over what items they get- I want you to make character for whom your most basic concept was "Barbarian with a flaming axe" and have a system where you get to basically pick that for your character. Also, I kind of hate how magic items interfere with BA, because ultimately, my players want magic items that are useful in combat, so I can't just leave it out without messing with the system. [/QUOTE]
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Alternative to magic weapons and armor so they do not break bounded accuracy.
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