Dungeoneer
First Post
I was surprised about how controversial 13th Age's rules for resurrections proved in the thread I started on that subject. I thought, "Here are some nice, flavorful rules that impose a cost on PC resurrection. If people are freaked out by these rules, what would they make of some of the REALLY crazy rules in 13th Age?"
So I thought I'd go ahead and kick the hornets nest by posting some 13th Age that, in my opinion, are really strange: the magic item rules!
The core rule book's chapter on magic items is short, but the rules are clearly laid out. These rules are obviously designed to take aim at the dreaded 'Christmas Tree Effect'. They limit the number of magic items a player can possess at any given time. This makes sense as a solution, but how do you justify it in-game? Like this:
Personality quirks and chakras, oh my! I'm a DM who hates keeping track of a magic item economy, so I'm basically okay with a system where players only have a handful of magic items and they are not for sale. I have to admit, the in-game justification for this strikes me as kind of wacky, though. I'm curious to hear what other people think.
So I thought I'd go ahead and kick the hornets nest by posting some 13th Age that, in my opinion, are really strange: the magic item rules!

The core rule book's chapter on magic items is short, but the rules are clearly laid out. These rules are obviously designed to take aim at the dreaded 'Christmas Tree Effect'. They limit the number of magic items a player can possess at any given time. This makes sense as a solution, but how do you justify it in-game? Like this:
- Magic items can be gifted or found, but they are seldom sold and they have no set price.
- Every magic item in 13th Age is alive and possesses a sort of personality.
- Each item personality is defined by its quirk. If a PC wears or wields a magic item, its quirks tug at the PC, giving them sudden urges and desires.
- If a PC carries more magic items than their current level, their magic items' quirks will begin to overwhelm their own personality. They are no longer in control.
- Players are not required to role play quirks when they are under the limit.
- Each magic item is special and personal to the PC. It fills a 'chakra' in the PC's soul.
- PCs can have one of each type of magic item. This limit doesn't just mean that PCs can wear only one pair of boots. It means that they can only give their heart (or chakra) to one pair of boots at a time. If they’re not a PC's favorite boots, they’re not magical, at least not for them.
- There is an exception for magic rings - PCs can have one for each hand.
- PCs may have as many wondrous items as their magic item capacity allows. Wondrous items are not proud.
- Magic items shape themselves to suit the person who has given them their chakra, so basically, one size fits all.
Personality quirks and chakras, oh my! I'm a DM who hates keeping track of a magic item economy, so I'm basically okay with a system where players only have a handful of magic items and they are not for sale. I have to admit, the in-game justification for this strikes me as kind of wacky, though. I'm curious to hear what other people think.