Item level as a function of character level

Asmor

First Post
Note that this really only works for weapons, implements and armor (and to a lesser extent the items that come in 10-level increments).

What if an item didn't have an inherent level, but instead was based on the level of the character?

For example, a magic sword. If you're level 1, it's a +1 magic sword. If you're level 11, it's a +3.

If the item's minimum level is higher than your own, its magical properties do not function.

This way, for example, if the Warlock's happy with it, he can keep the same pact blade throughout his entire career, and there's also no complicated math, formula, rituals, etc to keep track of.

You could do a hybrid approach, too. E.g., most items work as normal, but every character starts the game with 1 ancestral/signature/personal magic item.
 

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It could work, but you'd have to be careful not to overpower the party by having a character wind up with more gear than he should have because he's never trading out a weapon for a new one.
 

This has been suggested several times. I think it's even somewhere in the DMG.

Make sure that Armors get the Special Material Bonus, once characters hit the appropriate level. Otherwise heavily armored characters have a disadvantage.
 


You could do a hybrid approach, too. E.g., most items work as normal, but every character starts the game with 1 ancestral/signature/personal magic item.
This is what I'm planning to do in my new campaign, except that one or two of the items may not be part of the characters' starting gear but found early on.


cheers
 

It could work, but you'd have to be careful not to overpower the party by having a character wind up with more gear than he should have because he's never trading out a weapon for a new one.

Actually its the other way around. If I gain a 4th level weapon, I can sell my 2nd level item for some gold. If my 2nd level item becomes a 4th level item, I haven't gotten any return on my money.

So you might actually have to give your party a little extra to keep up.
 

You should really take a look at Adventurer's Vault. :)

I typed up every single one of the 899 items in AV to add into my web applications, Treasure Trove and Quartermaster... so I'm somewhat familiar with the book.

I haven't actually looked at much in the book that doesn't start with an orange bar, though. :D I'm assuming you're talking about the bit about handing out item levels as treasure. Similar idea (actually, the inspiration for this idea), but not exactly the same.
 

Actually its the other way around. If I gain a 4th level weapon, I can sell my 2nd level item for some gold. If my 2nd level item becomes a 4th level item, I haven't gotten any return on my money.

So you might actually have to give your party a little extra to keep up.

I was thinking more along the lines of what happens when a character finds a 4th level ___ and his sword upgrades to 4th level. He's now ahead one item.
 

I'd actually suggest that you just make the enhancement bonus tied to the character themselves.

So it's not that your +1 sword turns into a +2 sword, but rather that you turn into +2 (which increases the likelyhood of using improvised attacks. the horror) and you find a Flaming Weapon or whatever.
 

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