DMG2 - Replacing magic items with inherent bonuses?

I'm a convert to Inherent Bonuses and custom boons... we switched early paragon with a series of quests with each party member searching out their destined ring to reform a broken order. Each ring represented a plane (mortal, fey, shadow, divine, elemental) and has boons that go with it. I've tailored it such that they'll get additional ones as they complete further quests associated with the source.

In any event, no worries about fiddling around with items, and the powers were custom designed and the players enjoy them. Each time I give them an option of two powers so there is some choice, some personal connection to the order, and feeling of destiny and inherent power.

I did have one or two items given out between 10-16 that were from the book, but they also fit the story and were a little more oomph than some magical bracers or belts or something. Fit right in.

I wont go back :)
 

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My question about using inherent bonuses is in regards to the game economy.

Do you simply remove the option to buy or sell these magic items? If not, then what is a lightning (or whatever the desired property is) weapon worth? Is there a rational way to scale that with level/wealth that makes sense in the context of the game?

I have my own idea inspired by Earthdawn, but I'm curious how others deal with this question.

:)
 

I wasn't aware the CB had this "Inherent Bonus" option, thanks. After looking it over I plan on having it checked for my characters and keep the magic system as normal. Resulting in characters having a minimum bonus based on their level, for times when they don't have their magic gear or haven't acquired suitable magic gear for their level.

I thought I found a possible exploit. I thought characters would simply buy or craft the lowest level of any item that gives a bonus that's granted by this Inherent Bonus option, instead of paying the higher price of an item of their level. For example, with Inherent Bonuses turned on a 9th level character gets +2 inherent bonus to to hit and damage with any weapon/implement. I thought it would be an exploit to buy a level 1 item that has a great property that isn't tied to the item's level. After looking through a LOT of item it looks as though most, not all, properties get better with item level. Also, buying a lower level item (L1) would lower your crit bonus damage. So, I think you can just turn on Inherent Bonuses and play with the normal magic item rules. Anyone see issues with this?
 

Keep in mind, In the CB if you turn on the option it will take either the Inherent Bonus OR the weapon bonus whichever is higher... so you can still have some cool weapons to give a character the edge.

In my game, I haven't spent too much time on the buying and selling of any weapons they use. They kept the ones they had when we switched, though I was able to use breakage and theft w/o totally bumming the player out a few times.

If you want to keep magical items and stores, I'm sure you'll be fine... I just would rather do away with the shopping aspect when it comes to items and try to work with them to tailor powers and keep an eye out for balance. Power from that cool weapon or belt what they want? Just get it to them and create a cooler back story why rather than a belt you bought at a guy, attach a quest, and hook it to your story and you'll have a more memorable experience and still can have your players leafing through the item books for ideas of what they'd like.
 


If it's inspired by Earthdawn, it must be good :)

What were you thinking, if you're willing to share?
I can't quote the specifics of the Earthdawn item rules at the moment, but for those not familiar with them, they are similar to 4E artifacts (albiet minor ones) or 3E leveled/legacy items, where the player has to invest some personal resource in order to unlock the item's properties. In Earthdawn this involves a series of rituals (among other things).

Now, there is a lot of room to go off here and design a similar, elaborate system of ritual item unlocks, which would be a fun topic for the house rules forum. Hopefully RedBrick will someday show us their GSL-based take on Earthdawn item bonding. A nice design goal would be completely divorcing market price of item properties and powers from enhancement bonuses.

For simply accomodating inherent item bonues, this is probably overkill. So rather than derail this topic, here is just one simple approach to maintain most of the existing RAW pricing structure with the DMG2 inherent bonuses (this is off the top of my head and untested, YMMV!!1!11)...

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Some magic talismans gain power from both the blood and sweat of their powerful users as well as the initial enchantment of their creation. An adventurer's enchanted gear will natually increase in power as they grow in stature. However, if such an adventurer aquires and uses enchantments of less power than themselves, the inferior nature of the talisman will interfere with the ower's own abilities. Such lesser talismans must be enchanted to a higher standard to attune them to the owner's greater power.

House Rules (assumes inherent enhancement bonuses):

  • When your character's inherent bonuses increase from gaining a level, any of your magic items that provide an enhancement bonus equal to your previous inherent bonus gain a number of levels corresponding to your new inherent bonus, according to the level progression of each item. As long as your magic item's bonuses stay in synch with your own inherent bonuses, they automatically upgrade along with your character at no cost.

  • However, when using both inherent enhancement bonuses and magic items with enhancement bonuses, use the item bonus if it is less than your inherent bonus. Items with a smaller enhancement bonus can be upgraded using the standard item enchantment rules.

As noted, the Character Builder still recognizes item bonuses in addition to the inherent ones, it simply gives you the better of the two. This handles all cases except where the inherent bonus is larger than item bonus. In this case, you will have to override the CB results and use the actual item bonus instead of the inherent one. If a PC wishes to use their inherent bonus with the properties and powers of a magic item with a lower bonus, they need to use the existing enchanting rules to upgrade that item as needed.

As an example, a 15th-level PC sells deathcut armor found in a dungeon at 5th-level and worn ever since. This item is now +3 deathcut armor (Level 15) with a base value of 25k GP (@20% = 5K GP). At 20th-level, this same character is awarded a +3 jagged weapon (Level 12) as a quest prize; wielding this weapon will reduce the PC's enhancement bonus by 1 unless it is upgraded to +4 (Level 17). The upgraded jagged weapon will automatically increase to +5 (Level 22) when the PC reaches Level 25.

While this scheme doesn't have much flavor (as say, ritual foci binding, item history insights, etc.), it does the least damage to the RAW and Character Builder. It has the advantage of not changing any item GP values, and such item trading as desired can procede normally under the usual rules.

The next step would be treating the case of item bonus > character bonus with special rules. Like requiring a special bonding ritual with a cost based on the item's level, for example. :devil:
 

I can say that it ROCKS!

I did this back before the character builder and DMG2 came out (Mike Mearls suggested it on a blog) and we LOVE IT.

The inherent bonus really puts the characters up front and center, and allows for a lot more interesting story developments. You can focus on more interesting magic items without having to ensure each player is balanced and that Joe the barbarian needs a new neck slot item.


MUCH preferred. I still give out magic items and boons, the bonuses just don't stack.
 

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