Magic Item Compendium and the Epic Magic project

Cheiromancer

Adventurer
I recently got the Magic Item Compendium, and I was pondering how it helps the Epic Magic project. I feel that one of the obstacles was figuring out the right treasure progression; what items and capabilities should a character have at a given level? Generally, these capacities have to line up with monsters of that CR level, and both have to match what the spellcasters are capable of.

I also got the Book of Nine Swords, but I haven't fully assimilated it yet. I wonder if anyone is working on epic maneuvers?

Anyway, I like how the MIC handles the "big six" - the weapon, armor, ability boosters etc. which were the focus of a lot of our attention. It reduces the problem of slot competition with more interesting items. (No +50% or +100% cost factor).

One thing it brought to my attention is that activation method is just like a body slot. Particularly items that take time (some kind of action) and which have to be held. I'll have to pore through the book to see if there are counter-examples, but I like Imre's suggestion "that magic items have to use a slot, so no Bagful of Stones That Let Me Do Whatever; and that the "non-standard" bonuses cannot be put on permanent or semi-permanent items (sacred, luck, etc)."

My notes about the seeds are in great disarray- I'll probably have to start from scratch and see what to do next. But I suspect that reverse engineering the mechanics of the items will yield great insights into how things ought to work.
 
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