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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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*TTRPGs General
Do you use Bonded Magic Items (DMG 2) in your game?
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<blockquote data-quote="Shawn_Kehoe" data-source="post: 2497187" data-attributes="member: 21894"><p>Hey all,</p><p></p><p>After a quick scan of the various elements in the DMG2, I think that the bonded magic items might be my favourite part. I like the idea of PCs wielding ancestral items and needing to awaken the dormant power.</p><p></p><p>Some thoughts I've had while reading over that section:</p><p></p><p>i) I tend to agree with the suggestion that certain weapon qualities should be linked to specific ceremonies, rather than being able to apply any ability with the Ritual of Blood, for instance.</p><p></p><p>ii) In the case of ancestral weapons, it might make sense to determine what abilities it held in the past, rather than allowing the PC to freely choose. If they surpass the status of those who came before them, they can then add new abilities. If I enact this rule, I might lower of eliminate the XP cost for unlocking non-enhancement qualities that were previously present, so that players don't feel "punished" for having to take certain abilities.</p><p></p><p>iii) If bonded items were became a major part of my campaign, I'm not sure how I would adjust the treasure distribution. A character that takes Item Creation feats deserves to have slightly better equipment than their character level would indicate. Should a character with item bonding receive less treasure, since they are unlocking abilities at the 50% discount enjoyed by item makers?</p><p></p><p>Clearly, I need to think on this some more. Any testimonials for or against them?</p><p></p><p>Shawn</p></blockquote><p></p>
[QUOTE="Shawn_Kehoe, post: 2497187, member: 21894"] Hey all, After a quick scan of the various elements in the DMG2, I think that the bonded magic items might be my favourite part. I like the idea of PCs wielding ancestral items and needing to awaken the dormant power. Some thoughts I've had while reading over that section: i) I tend to agree with the suggestion that certain weapon qualities should be linked to specific ceremonies, rather than being able to apply any ability with the Ritual of Blood, for instance. ii) In the case of ancestral weapons, it might make sense to determine what abilities it held in the past, rather than allowing the PC to freely choose. If they surpass the status of those who came before them, they can then add new abilities. If I enact this rule, I might lower of eliminate the XP cost for unlocking non-enhancement qualities that were previously present, so that players don't feel "punished" for having to take certain abilities. iii) If bonded items were became a major part of my campaign, I'm not sure how I would adjust the treasure distribution. A character that takes Item Creation feats deserves to have slightly better equipment than their character level would indicate. Should a character with item bonding receive less treasure, since they are unlocking abilities at the 50% discount enjoyed by item makers? Clearly, I need to think on this some more. Any testimonials for or against them? Shawn [/QUOTE]
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Do you use Bonded Magic Items (DMG 2) in your game?
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