I love the 4E artifacts. My group's slowly paving their way through the H-E series of adventures, and from H2 onwards I've decided to award 2 artifacts per adventure (these adventures take 3-4 levels each, so they're long). It's worked out really well so far, as they've added some really unique story flavour. Setting artifact goals that tie neatly into published adventures does take some work though.
My general thoughts:
- I'm thinking about ditching the +1d10 concordance per level. I don't see what it really adds, and it can seem weird and arbitrary (especially if the PC is currently annoying the artifact through other actions).
- Let the players know their artifact's goals and basic concordance modifiers, but try to keep its powers mysterious. It's a real shame artifacts don't work so well in the character builder; giving away higher-concordance powers at a glance.
- Roleplay them. It's extra DM baggage to take on, but some form of sentience is the defining aspect of an artifact.
From the official books, so far we've had (SPOILERS):
The Invulnerable Coat of Arnd: Worked really well. I'd recommend having the bonus AP break the normal rules and be playable even if you've already played one during that encounter - even on the same round.
The Orb of Light: I modified this so it could slot into our paladin's sword pommel, empowering it as a weapon as well as an implement. It's a tricky one to use in a published adventure, as you'll have to add a lot of undead if there aren't any in there already. Worth noting that both the Orb and the Invulnerable Coat have "don't flee from combat" concordance loss - which created some hairy situations. In my experience, players will do
anything to avoid concordance loss.
The Head of Vyrellis: Very specific to H3, but turned out extremely powerful in the hands of our Feylock. One fun tip: don't make it a gem. I played it as the actual bloodied, severed head of Vyrellis. Something tells me that's what the original writers may have intended, but it probably seemed a little too sick for publication.
The Hand of Vecna: Tricky. Very powerful in the right hands, but the concordance requirements are naturally awkward. It's in my game right now, and I'm thinking I'll have to add a whole load of extra positive and negative conditions, as concordance isn't shifting much. Strange that this AND the Eye were chosen for the DMG, given how loopy they are.
My personal preference at the moment is to design my own, as my campaign's gone quite a way and it's easier to think up things that will fit the story. For what it's worth, here's a couple I made: the
Deck of Illusions, and the
Rhonic Saddle. They're both a bit more work than usual to manage, but should work in most campaigns.