D&D 4E Another place to look for 4e tidbits? Magic Item Compendium

I'm A Banana

Potassium-Rich
I've been looking through that book, and I'm getting the impression that a lot of the abilities that the minor magic items there had will now be inherent PC abilities.

For instance, we know the Warlock can teleport short distances. The MIC contains an Anklet of Translocation that allows the user to telepor 10 ft. as a swift action.

I think a lot of the new powers will end up resembling items in the MIC, only they won't be items...they'll just be things the PC's can do because of inherent ability.

Other thoughts? Other possibilities?
 

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It's nearly impossible to know which one...

However, for people who have this book, are there new magic item "mechanism" that could be present in 4e magic item ?
 

KM, I think you have a good point, though its hard to know which, like Aloïsius says.

Aloïsius said:
However, for people who have this book, are there new magic item "mechanism" that could be present in 4e magic item ?

One thing that struck me in MIC was a move away from one-shot items and to items with a recharge time. In particular, a lot of items have 3 charges/day, which can usually be used separately (for small effects) or together (for a larger effect). Of course, the 3 smaller effects usually add up to be bigger than the large one, so I don't know why you wouldn't just use it 3 rounds in a row or something.
 

freyar said:
One thing that struck me in MIC was a move away from one-shot items and to items with a recharge time. In particular, a lot of items have 3 charges/day, which can usually be used separately (for small effects) or together (for a larger effect). Of course, the 3 smaller effects usually add up to be bigger than the large one, so I don't know why you wouldn't just use it 3 rounds in a row or something.
Because using them at once takes one round, and using them seperately takes three, I suppose. Unless they don't take actions to activate.
 

freyar said:
One thing that struck me in MIC was a move away from one-shot items and to items with a recharge time. In particular, a lot of items have 3 charges/day, which can usually be used separately (for small effects) or together (for a larger effect). Of course, the 3 smaller effects usually add up to be bigger than the large one, so I don't know why you wouldn't just use it 3 rounds in a row or something.

I like those variable items and the options of how to use the charges. On one hand, you have the Devastation Gauntlets that add 2d6, 3d6, or 4d6 damage on a confirmed critical hit (1, 2, or 3 charges, respectively). Sometimes you may be fighting multiple weaker enemies...why not use one charge at a time? Another item example that is really handy is the Circlet of Rapid Casting that allows the user to cast a spell of up to 2nd, up to 3rd, or up to 4th level spell (depending on 1, 2, or 3 charges) as if you had applied the Quicken metamagic to it.
 

freyar said:
One thing that struck me in MIC was a move away from one-shot items and to items with a recharge time. In particular, a lot of items have 3 charges/day, which can usually be used separately (for small effects) or together (for a larger effect). Of course, the 3 smaller effects usually add up to be bigger than the large one, so I don't know why you wouldn't just use it 3 rounds in a row or something.
For the last bit: Because actions are important. (That was already posted)

Let me give you an example:
Belt of Healing
1 charge - 2d8
2 charges - 3d8
3 charges - 4d8

Usually, if you're healing out of battle, you'll use it three times in a row for 6d8. But if a friggin' dragon is in front of you and you're lying there with 2 hit points - what kind of healing do you want NOW? 2d8 or 4d8?

It's all about using stuff in an inefficient way to get more bang right now.

That's probably something carried over to 4E, these items with their own little tactical game, probably also items with different effects for swift/standard/full-action, same principle - built a little decision game into it.

The second aspect: Kill pure statbuffs. They made numerical boni-stuff cheaper in the appendix (adding it to an item doesn't confer the x1.5 multiplier for multiple powers), meaning stat-increasing items could have extra effects - so we'll probably not see Gauntlets of Ogre Strength +2 - but rather stat-boosters that also have another effect besides the boring one - a made-up example:
Amulet of Tree +2: Gives +2 natural armour and can transform you into a treant once per day (that's probably not a very good item, but you get the idea).

Cheers, LT
 

Lord Tirian said:
It's all about using stuff in an inefficient way to get more bang right now.

That's probably something carried over to 4E, these items with their own little tactical game, probably also items with different effects for swift/standard/full-action, same principle - built a little decision game into it.
That's the direction they went with Reserve Feats as well. When they came out, we thought they were overpowered, but a lot of people who used them seem to find the exact contrary...
 

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