Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: You and Your Magic Items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sojorn" data-source="post: 4225178" data-attributes="member: 61460"><p>Also seems to make sense to hand them out during the climax of an encounter. Not sure if it should come before or after a critical point though.</p><p></p><p>These non-item item increases strike me as stemming from the ability of these types of heroes to overcome. It's the reaching deep inside yourself and rising to heights you didn't know you were capable of.</p><p></p><p>Hmmmm. How about this for an extreme example of a no magic items game. Throw out the treasure tables pretty much. All gold is basically for RP purposes. Magic items cannot be bought or made. They effectively don't exist. Another type of reward from encounters, given only once each level to each character, called an "item marker". Complete meta-game construct, like action points. These would have a level that's two higher than the receiving character. So a level 2 character would get a level 4 item marker. These can be saved as long as you wish. They do not level up with the character. So a level 4 character could have a 3, 4, 5 and a 6 level marker in an extreme case.</p><p></p><p>You may spend a marker as a free action at any time, once an encounter. Spending a marker has one of the following effects:</p><p>1) Immediately ends all save ends effects on you with no aftereffects.</p><p>2) Increases your attack rolls by +2 and your damage by 10/20/30 (heroic/paragon/epic) until the end of your next turn</p><p>3) Increases your AC and defenses by +4 until the end of your next turn</p><p></p><p>In addition, the marker gives you the effects of an item of your choice of its level or lower, forever, inherently, as if you always have the item equipped (although you will actually need a weapon or armor equipped to gain the effects of a marker spent for a weapon or armor). These rules would not ignore slots. Using a marker to gain the effect of an item when you already have one spent for that slot changes what is in that slot. Customize what items you allow based on class, general magic level, whatever.</p><p></p><p>It sacrifices the treasure mattering to the mechanics, as well as the fun of the unpredictability of treasure and places a much greater emphasis on what the characters are capable of, but it seems like it might create some pretty epic moments for the characters to pull out their fancy new tricks, doesn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sojorn, post: 4225178, member: 61460"] Also seems to make sense to hand them out during the climax of an encounter. Not sure if it should come before or after a critical point though. These non-item item increases strike me as stemming from the ability of these types of heroes to overcome. It's the reaching deep inside yourself and rising to heights you didn't know you were capable of. Hmmmm. How about this for an extreme example of a no magic items game. Throw out the treasure tables pretty much. All gold is basically for RP purposes. Magic items cannot be bought or made. They effectively don't exist. Another type of reward from encounters, given only once each level to each character, called an "item marker". Complete meta-game construct, like action points. These would have a level that's two higher than the receiving character. So a level 2 character would get a level 4 item marker. These can be saved as long as you wish. They do not level up with the character. So a level 4 character could have a 3, 4, 5 and a 6 level marker in an extreme case. You may spend a marker as a free action at any time, once an encounter. Spending a marker has one of the following effects: 1) Immediately ends all save ends effects on you with no aftereffects. 2) Increases your attack rolls by +2 and your damage by 10/20/30 (heroic/paragon/epic) until the end of your next turn 3) Increases your AC and defenses by +4 until the end of your next turn In addition, the marker gives you the effects of an item of your choice of its level or lower, forever, inherently, as if you always have the item equipped (although you will actually need a weapon or armor equipped to gain the effects of a marker spent for a weapon or armor). These rules would not ignore slots. Using a marker to gain the effect of an item when you already have one spent for that slot changes what is in that slot. Customize what items you allow based on class, general magic level, whatever. It sacrifices the treasure mattering to the mechanics, as well as the fun of the unpredictability of treasure and places a much greater emphasis on what the characters are capable of, but it seems like it might create some pretty epic moments for the characters to pull out their fancy new tricks, doesn't it? :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: You and Your Magic Items
Top