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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
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Magic Items Adjustments
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<blockquote data-quote="TheShedim" data-source="post: 4553951" data-attributes="member: 54624"><p>On the subject of magic items, I feel that the system is very restrictive. If the game assumes that your weapon, armor, and neck slot are appropriate leveled or the numbers do not work. So for the numbers to work, I am restricted in the items I can award the party.</p><p></p><p>To deal with this I am planning on using these house rules:</p><p></p><p>1) Weapons, armor, and neck slot items do not give bonuses to attacks or defenses. All players gain a bonus to attack/defense equal to level/5 rounded mathematically.</p><p>2) Items are the level equivalent of their lowest level availability.</p><p>3) Crit bonus multiplier is separated from the weapon. Multiplier is level/5 rounded mathematically. The weapon still determines the die used.</p><p>4) Progressively increasing items, such as items that give increasing bonuses to resistance are the equivalent of the lowest level and progress each tier based on the player.</p><p></p><p>Obviously this would change the parcel structure (which was the point) so that magic items can be much rarer and last much longer. </p><p>The two issues that have come up are the non-magical armors with minimum enhancement bonus, and a question of necessity of the final rule. Any opinions?</p></blockquote><p></p>
[QUOTE="TheShedim, post: 4553951, member: 54624"] On the subject of magic items, I feel that the system is very restrictive. If the game assumes that your weapon, armor, and neck slot are appropriate leveled or the numbers do not work. So for the numbers to work, I am restricted in the items I can award the party. To deal with this I am planning on using these house rules: 1) Weapons, armor, and neck slot items do not give bonuses to attacks or defenses. All players gain a bonus to attack/defense equal to level/5 rounded mathematically. 2) Items are the level equivalent of their lowest level availability. 3) Crit bonus multiplier is separated from the weapon. Multiplier is level/5 rounded mathematically. The weapon still determines the die used. 4) Progressively increasing items, such as items that give increasing bonuses to resistance are the equivalent of the lowest level and progress each tier based on the player. Obviously this would change the parcel structure (which was the point) so that magic items can be much rarer and last much longer. The two issues that have come up are the non-magical armors with minimum enhancement bonus, and a question of necessity of the final rule. Any opinions? [/QUOTE]
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