jmucchiello said:
Or the axe is not magical, the character just channels cold energy (And a +3 bonus) through axes. Likewise, the wizard has a staff through which he can cast certain spells. It's not the staff that does it though.
This works well too, but it is a different flavor. When Thor picks up Mahonjir (IIRC?!) and strikes with it, he strikes
with Mahonjir, he is not just channeling energy through axes in general. So it's cool to have both options, that's all I'm saying.
Be weary of the "I'm throwing my sole +1 dagger... AGAIN" syndrome, though: require time/ritual/whatever if you allow characters to imbue ranged weapons with power.
Kamikaze Midget said:
Disposable magic items aren't really a part of your equipment, per se, because they'll be discareded eventually... A bundle of scrolls, a wand, a potion, a staff...IMC, I let them in virtually unchanged because the are temporary, so the aren't meant to be a permenant part of your character's power.
As long as you count them into the character's wealth per level, that's fine. But then, the whole "wealth determines powers, not items" idea is left hanging. Unless you're saying the amount of gp expanded into disposable items is negligable; in that case, yes, you can neglect them. This wasn't the case in my game, but hey we played at low levels.
Kamikaze Midget said:
I've always tied it into the charater's own history and motives, thinking of them more like highly specialized class abilities. It's the warrior who always fancied himself an astronomer who gets to fly to take him closer to the stars, or the barbarian whose jumps almost defy gravity, or the sorcerer who has specialized in air magic...it's not just any character, it reflects the character's powers. That belt of giant's strength is probably going to the party's warrior anyway, saying that the party's warrior has developed a supernatural strength from having bull's strength cast on him so many times seems to make perfect sense.
Certainly, and some good examples too.
Kamikaze Midget said:
I'm not sure what you mean by "material" magic items...but yeah, it is cool to allow those disposable or iconic magic items, and there's no reason those have to be taken out.
Bad terminology, I apologize. I mean items that depend on their material form, shape, or even composition to reasonably or properly function. For example, a +1 sword should be a +1 sword, a broom of flying can be a carpet, brooch, boots, wings, or anything else - or nothing at all.
Kamikaze Midget said:
Not so much. That +2 to Strength works just like a belt in that it's an enhacement bonus, and it is magical. It can be dispelled, and it doesn't stack with most magic. You can't go out and buy a belt to augment your magically discovered strength further.
I was refering to NONmagical gear. For example, I had a character with an adamantine masterwork dwarven waraxe. That's using nonmagical wealth to augment his powers in addition to the powers granted by the wealth-per-level rules, so he ends up more powerful.
Special materials, mighty bows, higher-masterwork house rules, or regular magic items available for purchase - anything that can be had with gp unhinges the idea that wealth-per-level now determines powers instead of magic items.