Excerpt: You and Your Magic Items


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Cool, all the +6 at 26-30, sale value (1/5) is -5 levels (so that chart I posted the other day) is confirmed.

I like flaming and the holy avenger. Wish we could see some more wondrous items. All in due course, I suppose.
 

keterys said:
I like flaming and the holy avenger. Wish we could see some more wondrous items. All in due course, I suppose.

Me too. Cool that they give you a couple neat powers in addition to the bonus damage on crits.

I can imagine though, that with a full suite of magic items, a high level character will have quite a lot of powers to choose from.

I wonder how much more a flaming weapon is than a plain +1 weapon.
 

There’s no restriction on using or acquiring items based on their level, except that you can’t use the Enchant Magic Item ritual (page 304 of the Player's Handbook) to create an item above your level. If, for some reason, your 10th-level character finds a 20th-level magic sword, you can use it to full effect..

Well... that'll make some people very happy.
 

Most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest.

Nice, I like this. I always houseruled the crap out of identifying items anyway.
 


Okay.

Levels 1-5: +1
Levels 6-10: +2
Levels 11-15: +3
Levels 16-20: +4
Levels 21-25: +5
Levels 26-30: +6

I the DM can say "I don't want you to have to cart around a weapon/armor/neckslot item; you all get your magical item bonus for your appropriate level for free, as a typical bonus". This is an option if you want a low-magic game, or if you're like me, you don't want item dependency, and think wondrous items are the REAL "Magical Items"...

Then how would I handle weapon/armor/neckslot powers/stats? Because regardless of the necessity of a +x item, the abilities that they grant are cool and players are going to want those. But if you're giving them the bonus for free, what about the item abilities?

Should they be achieved via quests, granting a PC to just endow the weapon they have with those abilities? Should they manifest (i.e. the player keeps the same weapon he did when he was at 1st level, it just develops different abilities as he adventures)?

T
 


jaelis said:
I wonder how much more a flaming weapon is than a plain +1 weapon.
I don't think there are any plain +1 weapons. I think all magical items have abilities of some kind.

Also, am I the only one who really isn't seeing how awesome a 14th level item is that just grants cover nullification? At level 14, I expect the Pcs to be able to teleport behind the cover and squish the guy. Is cover really expected to be significant at that level?
 

Another very interesting tidbit...

In addition, each character can only activate a few different magic item powers in a given day, so the guy who brings a loaded pack full of flashy items doesn’t get as much bang for his buck.

Hmmm...
 

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