Keeping the "magic" in magic items

TKDB

First Post
One thing that's always bugged me about 3.x is that there are loads of fun and interesting magical items in the various books, but the way the game is designed a large chunk of your wealth-by-level is all but required to be sunk into boring numerical boosts in order to keep up with the expected power curve.
Of course, you could always weaken the enemies so that these dry numerical buffs aren't necessary to keep up, but this is considerably trickier to pull off in a balanced fashion than it first appears. Plus it's generally just fun for the players and DM alike when the PCs have those heightened capabilities provided by stat-boosting items -- the problem is really the fact that you have to sacrifice more unique and interesting options if you want the raw numerical strength to be able to take on the tough, impressive foes.

The main area where this really grates on me is weapons and armor. Attribute-boosting items are a little dull as well, but at least there the basic concept is interesting -- it's just a matter of keeping the numbers to a level where they won't break the game, which is understandable. With weapons and armor, though, you have all sorts of wonderful and creative bonuses to choose from...but oftentimes you really just need that boring old +1 enhancement bonus.

One potential solution that's crossed my mind is to give an automatic +1 enhancement bonus with each enchantment added to the item as long as the item has a plain enhancement bonus, and waiving the requirement of a +1 bonus before you can start adding other effects. So, for instance, you can get just a flaming longsword, without the usual requirement of a +1 bonus. If you add a +1 enhancement bonus to it, the sword would actually function as a +2 flaming lonsword -- +1 for the regular bonus, and +1 for the flaming enchantment -- even though it would have the cost of a sword with a +2 enchantment.

However, I fear this might be giving the PCs a bit too much power. Thoughts or critiques on this proposal? Any other suggestions of ways to encourage players to get creative with their weapon and armor enchantments without messing with the power curve too much?
 

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As a DM, give the players such items. They'll use what they get, until they have enough to make their own, customized item.
 

One potential solution that's crossed my mind is to give an automatic +1 enhancement bonus with each enchantment added to the item as long as the item has a plain enhancement bonus, and waiving the requirement of a +1 bonus before you can start adding other effects. So, for instance, you can get just a flaming longsword, without the usual requirement of a +1 bonus. If you add a +1 enhancement bonus to it, the sword would actually function as a +2 flaming lonsword -- +1 for the regular bonus, and +1 for the flaming enchantment -- even though it would have the cost of a sword with a +2 enchantment.
I think it's a great idea! It's a boost for fighter-types, but if you think that's a problem you can just lower your own WBL guideline.

Personally, I'm especially annoyed with all the items that PCs need to maintain AC. Armor, shield, ring, amulet...ugh! For this reason and others, I came up with an innate bonus system; it gives PCs all the boring Big Six bonuses they need, so a DM is free to focus on fun items.

And as an added bonus, innate bonuses make NPCs actually challenging without weighing them down with soon-to-be loot.
 

Personally, I'm especially annoyed with all the items that PCs need to maintain AC. Armor, shield, ring, amulet...ugh! For this reason and others, I came up with an innate bonus system; it gives PCs all the boring Big Six bonuses they need, so a DM is free to focus on fun items.

And as an added bonus, innate bonuses make NPCs actually challenging without weighing them down with soon-to-be loot.

Care to post this system? That's another possibility I've considered, but it seemed like a pretty daunting task to work out within the limits of keeping things halfway balanced.
 


I dabbled in granting everyone all their AC/attack/damage bonuses innately, and removing them from magic items (except epic, legendary stuff). It seemed to work okay, but it freed up too much money.
I scaled back how much money I was giving out, instead granting other types of rewards (lands, titles, troops, etc) on a more regular basis, but no one was enjoying it.
 

Care to post this system? That's another possibility I've considered, but it seemed like a pretty daunting task to work out within the limits of keeping things halfway balanced.
Balance is a tricky thing in 3.x. I've heard everything from "PCs don't need item bonuses! A 20th level fighter with AC 12 just has to play it smart!" to "If you don't have at least AC 50 and a 50% miss chance by 20th level, you're screwed!" My innate bonuses are closer to the second extreme, so they look extravagant to some DMs. You'll have to make your own call; if you like my idea but not my execution, you're free to tone the bonuses down. :)

I attached my house rules pdf below; innate bonuses are on the second page.
 

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I dabbled in granting everyone all their AC/attack/damage bonuses innately, and removing them from magic items (except epic, legendary stuff). It seemed to work okay, but it freed up too much money.
Yeah, innate bonus systems assume that the DM is ignoring WBL guidelines. Read: Much less, but cooler, loot! ;)
 


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