A friend of mine sent me his handout for a homebrew world recently and it got me to thinking.
I don't know about you, but I think that charisma is the bastardized child of the stats. Poor thing is always on the receiving end of the lowest score to be had unless:
A: The character needs charisma to function
or
B: The player is the type who doesn't envision heroes with no personality (like me).
So, here is the fix:
The number of permanent magical items that a character can have functioning at any one time is equal to half of his charisma score rounded down, to the limit of item slots. There are several ways to handle exceeding the limit:
1) Priority of items is based on most recent placement. If a character puts on a ring that exceeds his limit, then the first item put on ceases to function and so forth.
2) Exceeding the limit causes a temporary "disjoining" effect which shuts down all magical items on the character until the limit is met. All temporary effects are automatically dispelled, if able. This method has drawbacks... clever players will use this to their advantage and could conceivably give themselves immunity to most magical effects by keeping a spare magical item on them.
3) Exceeding the limit causes the permanent items to cease functioning, end of story.
It is simple and elegant and ensures that everyone would think twice before slapping that 6 or 8 into charisma. I recently incorporated this rule into my own campaign world. The biggest obstacles are defining permanent items and an explanation as to why your charisma does this. For me, permanent items are defined as constant (I used Arcana Unearthed creation rules as a basis for my world). But I don't think that any DM would have trouble defining such. Armor and swords count when donned/drawn, bracers, rings, etc. The second problem is a little deeper and less mechanical. In my world, magic is accessible only through force of personality (AKA charisma); prepatory casters do not exist. Since personality (and therefore charisma) allows one to control the essence of magic, it stands to reason that it would allow one to control, to some extent, the essence or aura of magical items. You could say the same for prepatory casters, deciding that their knowledge of the arcane/divine allows them to control those auras.
I am certain that some or many of you will object to this and that is Ok as long as they are reasonable and constructive. I am also looking for refinements or ideas to possibly add in to this little system.
Later!
PS: props to Mike for coming up with the basis... he uses the charisma modifier
instead of half the charisma score!!!
I don't know about you, but I think that charisma is the bastardized child of the stats. Poor thing is always on the receiving end of the lowest score to be had unless:
A: The character needs charisma to function
or
B: The player is the type who doesn't envision heroes with no personality (like me).
So, here is the fix:
The number of permanent magical items that a character can have functioning at any one time is equal to half of his charisma score rounded down, to the limit of item slots. There are several ways to handle exceeding the limit:
1) Priority of items is based on most recent placement. If a character puts on a ring that exceeds his limit, then the first item put on ceases to function and so forth.
2) Exceeding the limit causes a temporary "disjoining" effect which shuts down all magical items on the character until the limit is met. All temporary effects are automatically dispelled, if able. This method has drawbacks... clever players will use this to their advantage and could conceivably give themselves immunity to most magical effects by keeping a spare magical item on them.
3) Exceeding the limit causes the permanent items to cease functioning, end of story.
It is simple and elegant and ensures that everyone would think twice before slapping that 6 or 8 into charisma. I recently incorporated this rule into my own campaign world. The biggest obstacles are defining permanent items and an explanation as to why your charisma does this. For me, permanent items are defined as constant (I used Arcana Unearthed creation rules as a basis for my world). But I don't think that any DM would have trouble defining such. Armor and swords count when donned/drawn, bracers, rings, etc. The second problem is a little deeper and less mechanical. In my world, magic is accessible only through force of personality (AKA charisma); prepatory casters do not exist. Since personality (and therefore charisma) allows one to control the essence of magic, it stands to reason that it would allow one to control, to some extent, the essence or aura of magical items. You could say the same for prepatory casters, deciding that their knowledge of the arcane/divine allows them to control those auras.
I am certain that some or many of you will object to this and that is Ok as long as they are reasonable and constructive. I am also looking for refinements or ideas to possibly add in to this little system.
Later!
PS: props to Mike for coming up with the basis... he uses the charisma modifier

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