Spatzimaus
First Post
By the core rules, there's nothing stopping your DM from adding a Ring of Charisma to the game. It would require Forge Ring instead of Craft Wondrous Item, and as DM I'd say it requires the same spell (Charm Monster?). But, there's nothing in the rules that says it has to require any spells at all, since it doesn't reproduce a spell effect.
However, as DM, I don't like making slots entirely interchangeable. It makes item creation Feats (especially Wondrous) FAR more desirable than finding items for yourself; after all, if I have a hat, bracers, gloves, belt, and cloak already, I'd much rather make my next item an amulet, while if I find items I might have to make some decisions.
Anyway, what I did IMC was this:
First, any item with a numerical bonus explicitly requires caster level 3xBonus (except Bracers of Armor, which are 2xBonus).
Then, for each numerical item, I list two slots. One is the Greater slot, one is the Lesser. Greater slots can have +2, +4, or +6, while Lesser slots can only have +2 or +4. If you want to research a new item, it'll always be Lesser if it's a Wondrous item (Rings are always Greater).
For example, STR items have belts as greater and gloves/gauntlets as lesser in the DMG already. Now, we just go through the rest of the stats in a rotation. In most cases, the one listed in the DMG becomes the greater, although in two slots (amulet and cloak) there was overlap.
IMC, DEX has gloves/gauntlets as the greater and boots as the lesser. +Saves has boots as greater (a bit of a fudge but it's worked) and cloaks as the lesser. CHA has cloak as greater and hat as lesser. INT has headband/hat as greater and... well, you get the idea. After six stats, plus Natural Armor, Saves, and Armor, you cover all the common slots except for Rings.
However, as DM, I don't like making slots entirely interchangeable. It makes item creation Feats (especially Wondrous) FAR more desirable than finding items for yourself; after all, if I have a hat, bracers, gloves, belt, and cloak already, I'd much rather make my next item an amulet, while if I find items I might have to make some decisions.
Anyway, what I did IMC was this:
First, any item with a numerical bonus explicitly requires caster level 3xBonus (except Bracers of Armor, which are 2xBonus).
Then, for each numerical item, I list two slots. One is the Greater slot, one is the Lesser. Greater slots can have +2, +4, or +6, while Lesser slots can only have +2 or +4. If you want to research a new item, it'll always be Lesser if it's a Wondrous item (Rings are always Greater).
For example, STR items have belts as greater and gloves/gauntlets as lesser in the DMG already. Now, we just go through the rest of the stats in a rotation. In most cases, the one listed in the DMG becomes the greater, although in two slots (amulet and cloak) there was overlap.
IMC, DEX has gloves/gauntlets as the greater and boots as the lesser. +Saves has boots as greater (a bit of a fudge but it's worked) and cloaks as the lesser. CHA has cloak as greater and hat as lesser. INT has headband/hat as greater and... well, you get the idea. After six stats, plus Natural Armor, Saves, and Armor, you cover all the common slots except for Rings.