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<blockquote data-quote="5ekyu" data-source="post: 7353193" data-attributes="member: 6919838"><p>Honestly, when i create a homebrew item - which is often, i generally start with the notion of its rarity. Am i designing a "common" item to fill a niche that needs to be there? Am i building a unique or extremely unusual item that fills a needed story plot point? then i ook at it and build to that expectation...based on :HOW MANY SHOULD THE PCS EVER GET?" </p><p></p><p>Artifact - they likely never get one except one for brief time as a major plot element.</p><p>Priceless - likely one in the party total to keep, maybe one per character at top half of tier 4.</p><p>Rare - likely to have one per character by end of tier-3</p><p>etc...</p><p></p><p>Now, truthfully, it also depends on the scale of the game. Except for "plot items" i tend to want "gear" to be a tier behind the characters if they are all going to have even one. </p><p></p><p>progressing thru tier-2, any item i expect them to get one each - that would emulate at most tier-1 powers.</p><p>Thru tier-3 the characters can get a hand on say one item each that emulate tier-2 power levels.</p><p>etc. </p><p></p><p>my general idea is the gear should never "match" the current character power level so that it is always their onw spells and abilities that are the biggest baddest elements they have.</p><p></p><p>So in short, i start with "how many of there are likely to be gotten into player character hands and when" and work from there.</p><p></p><p>build homebrew stuff to *your* campaign's specs. Do not try and match the DMG generic specs.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7353193, member: 6919838"] Honestly, when i create a homebrew item - which is often, i generally start with the notion of its rarity. Am i designing a "common" item to fill a niche that needs to be there? Am i building a unique or extremely unusual item that fills a needed story plot point? then i ook at it and build to that expectation...based on :HOW MANY SHOULD THE PCS EVER GET?" Artifact - they likely never get one except one for brief time as a major plot element. Priceless - likely one in the party total to keep, maybe one per character at top half of tier 4. Rare - likely to have one per character by end of tier-3 etc... Now, truthfully, it also depends on the scale of the game. Except for "plot items" i tend to want "gear" to be a tier behind the characters if they are all going to have even one. progressing thru tier-2, any item i expect them to get one each - that would emulate at most tier-1 powers. Thru tier-3 the characters can get a hand on say one item each that emulate tier-2 power levels. etc. my general idea is the gear should never "match" the current character power level so that it is always their onw spells and abilities that are the biggest baddest elements they have. So in short, i start with "how many of there are likely to be gotten into player character hands and when" and work from there. build homebrew stuff to *your* campaign's specs. Do not try and match the DMG generic specs. [/QUOTE]
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