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Augment Crystals - A Terrible Idea?

Shade said:
I love the idea of these things (and loved 'em in Diablo II) and can't wait to use 'em. My only issue with them is the ease at swapping them out during battle. IIRC, they don't even draw an attack of opportunity. This didn't sit well with one of my friends who plays a spellcasters, whose reaction was "Now wait a minute, my spellcasting provokes an AoO, but the fighter dismantling and reassembling his weapon doesn't?" I'd say that's a valid point.

So the question is, how long will it be before certain magical runes are introduced that bestow specific powers on a weapon when placed on them, and then create a superweapon when the proper runewords are assembled?
 

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Felon said:
Well, I guess it's because once you make something interchangable, utilitarian, and perfunctory, it becomes a waste of time to try to give it personality.
You mean like magic weapons already are?

Personality is going to come from the players or DM, not from the mechanical parts of the rules. I think the crystals allow for just as much (or little) personality as the basic magic weapon rules allow for right now.
 

Presto2112 said:
So the question is, how long will it be before certain magical runes are introduced that bestow specific powers on a weapon when placed on them, and then create a superweapon when the proper runewords are assembled?

Hopefully not long. :D
 

I've used such things in the past, in my first 3e campaign (sword hilt wraps which conveyed a special additional benefit to the sword was one example).

I think that as it stands it would make the economics of things a little screwy - but to be fair GMW already made things a little screwy, no? the ability to buy a +1 flaming, shocking, holy sword, and then one spell later be swinging around a +5 flaming, shocking, holy sword at minimal cost compared to trying to create the latter from scratch as a magic item. As a different example, it is much cheaper to purchase 5 wish scrolls than it is to purchase a Tome of xyz +5.

I suppose something like the Magic Compendium can only really attempt patches on an existing system, and they are unlikely to try to provide one or more all-new systems for magic items (and its pricing), no matter how interesting and useful that might be.

Cheers
 

Piratecat said:
I'm not sure I see how this stops you from letting augment crystals have an interesting history. Say they were originally made by a mysterious earth elementalist, or they're formed from crystallized illithid thought bubbles, or whatever. Just because an item is new or less expensive in no way prevents it from having a cool back story.
I think adding a cool backstory is something that should be done for every magic item, even if -- as I've done -- I've stalled by saying "well, the bard doesn't recognize it, but it's obviously old!"
 

Plane Sailing said:
I've used such things in the past, in my first 3e campaign (sword hilt wraps which conveyed a special additional benefit to the sword was one example).

Cheers

I've had them in my game since 1992 or so. Them first was a Yin/Yang Symbol that could be Fitted onto the Pommel or a Sword to give a +3 Damage bonus against any LE/LG/CG/CE Foes.

I've inserted dozens of "Augmentation Crystals" into my various games & it has never been an issue.
 

Felon said:
Well, I guess it's because once you make something interchangable, utilitarian, and perfunctory, it becomes a waste of time to try to give it personality. It's like trying to give your roll-on deoderant an interesting backstory... :)
I disagree with you on this one. Ioun stones, cloaks of resistance, +1 daggers... anything can seem unique so long as you give it something that distinguishes it from other items with the same mechanical benefit. This distinction can be as simple as a change to appearance and a cool backstory. I wouldn't want to do this for every item in a high level game, but at low and mid-levels? Absolutely.

Like Plane Sailing, I've used these sorts of "add-on" items since about 1989, usually as a permanent addition to an existing item. I've never had a problem with them, and I love how they let a cherished magical sword continue to be useful.
 

Schmoe said:
A "ghost touch" Augment Crystal is worth 5000 gp. It can be affixed to any weapon with an enchantment bonus of at least +1. Placing this crystal on a +1 sword effectively gives you a weapon worth 8000 gp, meaning that the crystal is 1000 gp cheaper than the equivalent weapon. The crystal also has the flexibility that it can be attached to any weapon, in the heat of the action (as a move action).

The trouble is that the current system for pricing doesn't work. It really doesn't work when you take most special abilities into account.

Ghost Touch is a case in point. It's a very, very marginal ability. I'd say that in most campaigns, it is useful *at most* 1 encounter in 10. Meanwhile, the flaming enhancement is useful 9 encounters in 10. Which would you rather have?

Not all +1 bonus abilities are the same, and it's a problem.

Cheers!
 


Plane Sailing said:
As a different example, it is much cheaper to purchase 5 wish scrolls than it is to purchase a Tome of xyz +5.

Tome of Leadership and Influence +5... 137,500 gp
5 Wish scrolls... 28,825 gp * 5 = 144,125 gp.

I think your maths is off. :)

Cheers!
 

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