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Essentials: Magic Item Rarity Explained, it's actually good!
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<blockquote data-quote="Mengu" data-source="post: 5295367" data-attributes="member: 65726"><p>I've been on board with this since before 4e came out. But I guess they wanted to tie some properties to the + of the weapon such as crit dice, and kept the +'s. Those enhancement bonuses should just be baked into the system ala inherent bonuses.</p><p></p><p>As DM, I don't want to constantly worry about giving weapon upgrades, armor upgrades, neck upgrades, etc. I end up hand waving half the stuff anyway. One morning you wake up and suddenly all your neck items went from +1 to +2. The faerie mother visited you. Whatever. It's not interesting to find upgrades. It's interesting to find new stuff.</p><p></p><p>Instead of party finding 4-5 items per level, that number could easily be reduced to 2-3, making things a lot more interesting. In 5 levels, of the 25 items the party finds (counting cash as item), 15 of them are neck, armor, and weapon upgrades anyway.</p><p></p><p>Oh and bake the item bonus to damage into the system while you're at it. Don't need the arm slot or staff slot (or goblin totem or radiant weapon or what have you) taken up for that.</p><p></p><p>With this method you also happen to win on equality since everyone gets their bonuses at the same time.</p><p></p><p>For my next campaign, I'm definitely using inherent bonuses of some sort. But I kind of wish core rules more inherently supported that system. Critical dice, bonuses tied to enhancement bonuses, etc. can still pose problems that need to be hand waved. I'll likely just equip the characters with the bonus I want them to have in CB, rather than using the inherent bonus.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5295367, member: 65726"] I've been on board with this since before 4e came out. But I guess they wanted to tie some properties to the + of the weapon such as crit dice, and kept the +'s. Those enhancement bonuses should just be baked into the system ala inherent bonuses. As DM, I don't want to constantly worry about giving weapon upgrades, armor upgrades, neck upgrades, etc. I end up hand waving half the stuff anyway. One morning you wake up and suddenly all your neck items went from +1 to +2. The faerie mother visited you. Whatever. It's not interesting to find upgrades. It's interesting to find new stuff. Instead of party finding 4-5 items per level, that number could easily be reduced to 2-3, making things a lot more interesting. In 5 levels, of the 25 items the party finds (counting cash as item), 15 of them are neck, armor, and weapon upgrades anyway. Oh and bake the item bonus to damage into the system while you're at it. Don't need the arm slot or staff slot (or goblin totem or radiant weapon or what have you) taken up for that. With this method you also happen to win on equality since everyone gets their bonuses at the same time. For my next campaign, I'm definitely using inherent bonuses of some sort. But I kind of wish core rules more inherently supported that system. Critical dice, bonuses tied to enhancement bonuses, etc. can still pose problems that need to be hand waved. I'll likely just equip the characters with the bonus I want them to have in CB, rather than using the inherent bonus. [/QUOTE]
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