Andy Collins: "Most Magic Items in D&D Are Awful"


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Metus said:
This is what Midnight does, and I'm surprised no one has mentioned that setting yet; Iron Heroes got some mention, but not Midnight.

Hrm, I thought I had mentioned it. Guess not, thought.

I love the approach of the Midnight setting. The various Hero Paths are flavorful and balanced for characters that do not have access to many magic items, particularly the Ability score boosting items (or in campaigns where such magic items are not available).

It is a terrific solution for settings in which the DM wants to limit magic items.

In settings where the DM wants to have plenty of magic items, the Magic Item Compendium, page 233, has the best solution (in my opinion).

Magic Item Compendium said:
One of the most frustrating roadblocks to using interesting, unusual magic items is that they take up body slots that you need for an ability-boosting item (ie, the "Big Six")... To address this issue, Magic Item Compendium presents official rules for adding common item effects to existing magic items.
The table that follows, Table 6-11, is ideal, and provides simple means for not only crafting such items, but pricing them as well so the DM can place them as treasure. I really like it.
 

Remathilis said:
I've heard (and I don't own nor will I for a while yet) that the MIC has rules for integrating the "big six" (or at least parts of them) into other "kewl" items. I think thats a great start.

That's a pretty cool idea. So, use the armor and weapon paradigm for Wondrous Items. So you get a base +1 bonus (for saves, natural armor, or deflection AC) and then start adding other abilities from a menu. Just like how you get a basic +1 sword and then add flaming, dancing, keen, etc.

It'd be pretty cool to have a cloak of +1 saves, fire resist 5, fly 1/day.

In that way, wondrous items would be more like MMORPG or Diablo items. Which, IMHO, is a good thing.

-z
 

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