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Dannyalcatraz

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I've been reading through my 4Ed Core books, and I'm looking for certain things. Can you help me find:

1) Rules for creating custom magic items- I've found the Ritual, but it doesn't mention making items other than those in the PHB.

2) Level-based restrictions on the use of magic items (specifically rings). Was this previously hinted-at rule changed pre-publication or was this simply an erroneously reported rumor?

3) Ways to improve the critters available as PCs in the back of the MM. +2 Str seems WAY weak for a Minotaur, for example.
 

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Dannyalcatraz said:
1) Rules for creating custom magic items- I've found the Ritual, but it doesn't mention making items other than those in the PHB.

There aren't any, at least as of yet. The general reduced complexity of items should make it easier to eyeball prices, at least.

Dannyalcatraz said:
2) Level-based restrictions on the use of magic items (specifically rings). Was this previously hinted-at rule changed pre-publication or was this simply an erroneously reported rumor?

It looks like it was changed pre-publication.

Dannyalcatraz said:
3) Ways to improve the critters available as PCs in the back of the MM. +2 Str seems WAY weak for a Minotaur, for example.

Level them up.

18 base + 2 race + 1 from 4th level + 1 from 8th level + 1 from 11th level = Str 23 at level 11, just in time to arm-wrestle that minotaur Soldier 10 from the MM.
 

There aren't any, at least as of yet. The general reduced complexity of items should make it easier to eyeball prices, at least.

Well, yes & no...I mean, coming up with something analogous to the published stuff seems simple, but coming up with something really different, or even as simple as an amalgam item- like a weapon that is both flaming and frost- seems nigh impossible at this point.

It looks like it was changed pre-publication.

Good to know I'm not going nuts!

Level them up.

18 base + 2 race + 1 from 4th level + 1 from 8th level + 1 from 11th level = Str 23 at level 11, just in time to arm-wrestle that minotaur Soldier 10 from the MM.

Maybe I'll have to take a closer look at the standard MM Minotaur...that still seems physically weak to me. The progression you've described is essentially no different than another PHB race with the same Str mod, and after all, the Minotaur is supposed to be a wall of muscle (slightly less imposing than an ogre or giant) with horns & an axe!
 

Dannyalcatraz said:
2) Level-based restrictions on the use of magic items (specifically rings). Was this previously hinted-at rule changed pre-publication or was this simply an erroneously reported rumor?

Not really a restriction per se, but the DMG sets up the tables so the highest level magic item you find is Level + 4. Since the minimum level for a ring is 14 (for example), players generally shouldn't have possession of magic rings til at least 10th level...or so says the rules (easily changed however or create lower level rings :))
 

What IS gone (AFAICT) is the 1 ring in paragon, 2 in epic restriction. If you find two rings in paragron, put them both on. More than 2 doesn't work though, same as before.
 


All the player races follow the same rules, to make the stats easy (and to stop ECL etc). As soon as you start bumping up stats to +4 or +6 for race you have to balance them with other stats or faults. Then you get a min/maxers dream and a balancers nightmare.
If you don't want weak (ie same as PC race) minotaurs don't let PCs play em, then you can make them all strength 50, if you want;)
 

Minotaurs in 3E were +8 Str as a PC race but even then you had to take 6 racial levels and +2 LA. +2 Str in exchange for actually getting to play one ungimped by LA and from Lv 1 is a small tradeoff.
 

Dannyalcatraz said:
Maybe I'll have to take a closer look at the standard MM Minotaur...that still seems physically weak to me. The progression you've described is essentially no different than another PHB race with the same Str mod, and after all, the Minotaur is supposed to be a wall of muscle (slightly less imposing than an ogre or giant) with horns & an axe!

The strongest minotaur in the MM is level 16 and Str 24.

Assuming most minotaurs have Strength as their top-priority stat (dumping all increases at 4th, 8th, etc in it, and it being their highest stat at character creation), +2 Str for a (and this is the important part) 1st-level minotaur seems fine to me.

If a typical adult minotaur is a level 10 soldier, a 1st-level minotaur isn't a wall of muscle... he's a juvenile or wimp.
 

Minotaurs in 3E were +8 Str as a PC race but even then you had to take 6 racial levels and +2 LA. +2 Str in exchange for actually getting to play one ungimped by LA and from Lv 1 is a small tradeoff.

etc.


Right, but I was expecting some kind of racial ability whereby they'd be able to really boost their Str (and possibly Con) as they leveled.

I know they also get that oversized weapon thing, but this...it just doesn't feel right. They're not "monstrous" enough.

That ferocity ability doesn't do it for me either. I'd be much more afraid of something inordinately strong (thereby getting hit & damage bonuses) than one that gets one last strike to bring you down. That's Captain Ahab and Khan Noonien Singh territory, not the schtick of a massive meat-slab of a monster.

This means a Minotaur is no more beefy than a Dragonborn who follows the same basic path, while being up 50-100lbs heavier and between 9-11" taller on average.

I suppose this is an unfortunate consequence of the new racial stat math in which there are no negative mods and mechanical balance is the king.:(
 

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