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General Tabletop Discussion
*Dungeons & Dragons
D&D 4.5E (Not Essentials)
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6260484" data-attributes="member: 98255"><p>While I was typing that last one, it occurred to me that in 4.5 I would likely take a different approach to magic items.</p><p></p><p>I think with the way that the math works, Inherent bonuses should be assumed, and magic items should combine with them; not on the attack side, because that would screw things up too much, but rather, at least with weapons, on damage.</p><p></p><p>A weapon's plus would add to damage, such that no matter how high in level a character is, a magic attack item always makes you better than a mundane one, even if only slightly. This has the added benefit of making them less problematic to hand out at lower level as well. A little more damage won't throw things off like wildly out of control attack bonuses. Further, I'd have more items with interesting properties, such as built in access to certain rituals, unique ritual-like effects, and things like that. Even abilities similar to the boons, which I find generally more interesting than the boring Plus-X items.</p><p></p><p>As for armour, it's a little trickier. Perhaps the plus could be damage reduction or some other property, like a bonus to another defence, certain saving throws, etc. It too should come with a host of interesting properties.</p><p></p><p>The way I work it in my home game is different and more math-heavy, but I could present that as an alternative. I have inherent bonuses and still give out items, and I have the plus of the item add to character level to determine the character's effective level. This is also very robust for handing out powerful items at lower level; generally, at worst the character will be a +1 bonus ahead of the curve, which is not all that game-breaking. A +6 item would be two points ahead of the curve.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6260484, member: 98255"] While I was typing that last one, it occurred to me that in 4.5 I would likely take a different approach to magic items. I think with the way that the math works, Inherent bonuses should be assumed, and magic items should combine with them; not on the attack side, because that would screw things up too much, but rather, at least with weapons, on damage. A weapon's plus would add to damage, such that no matter how high in level a character is, a magic attack item always makes you better than a mundane one, even if only slightly. This has the added benefit of making them less problematic to hand out at lower level as well. A little more damage won't throw things off like wildly out of control attack bonuses. Further, I'd have more items with interesting properties, such as built in access to certain rituals, unique ritual-like effects, and things like that. Even abilities similar to the boons, which I find generally more interesting than the boring Plus-X items. As for armour, it's a little trickier. Perhaps the plus could be damage reduction or some other property, like a bonus to another defence, certain saving throws, etc. It too should come with a host of interesting properties. The way I work it in my home game is different and more math-heavy, but I could present that as an alternative. I have inherent bonuses and still give out items, and I have the plus of the item add to character level to determine the character's effective level. This is also very robust for handing out powerful items at lower level; generally, at worst the character will be a +1 bonus ahead of the curve, which is not all that game-breaking. A +6 item would be two points ahead of the curve. [/QUOTE]
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