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<blockquote data-quote="Mentat55" data-source="post: 5006367" data-attributes="member: 14840"><p>Ooh, I like the idea of magic items that let you use a ritual on the spot, without the time and cost investment, as a daily power. I think this is a great way to go. Imagine a <em>silver raven</em> that lets you use the Animal Messenger ritual as a daily as if your Nature check was 40. Not powerful, but something as a player that I would say "Cool, I'll take that!" </p><p></p><p>I think things that make magic items more "magical" (and I think this was just as important in 3.x, especially with the codified mix-and-match ability system of armor and weapons) are (1) back story, as GMforPowergamers said, but the story should probably be brief and readily accessible to the PCs, (2) physical description, and (3) a slight twist on existing, "by the book" magic item powers. So even if it seems a lot like a frost weapon, perhaps the power works a bit differently, just enough for the player (whose read the whole PHB and both AVs) finds it a tad out of the ordinary.</p><p></p><p>I am starting to think that giving more potent abilities is probably ok, too. Boots of spider climbing should give you something like speed climb 3 (spider climb), not just a climb check bonus (then I would probably bump up the level a bit). Is giving out flight too powerful? What if it is overland flight, clumsy, or altitude limited? You shouldn't give out tons of these items, but a few here and there, at the right levels, would not be game-breaking.</p><p></p><p>You could also use the concordance system, or something like it, on a daily basis for a normal magic item, and essentially let it power up. Like a dragonslaying sword that gets more powerful when it crits a dragon, or bloodies it, or if the wielder avoids being hit by frightful presence, etc. And then certain powers become available as the score gets higher -- and then it resets after an extended rest.</p></blockquote><p></p>
[QUOTE="Mentat55, post: 5006367, member: 14840"] Ooh, I like the idea of magic items that let you use a ritual on the spot, without the time and cost investment, as a daily power. I think this is a great way to go. Imagine a [I]silver raven[/I] that lets you use the Animal Messenger ritual as a daily as if your Nature check was 40. Not powerful, but something as a player that I would say "Cool, I'll take that!" I think things that make magic items more "magical" (and I think this was just as important in 3.x, especially with the codified mix-and-match ability system of armor and weapons) are (1) back story, as GMforPowergamers said, but the story should probably be brief and readily accessible to the PCs, (2) physical description, and (3) a slight twist on existing, "by the book" magic item powers. So even if it seems a lot like a frost weapon, perhaps the power works a bit differently, just enough for the player (whose read the whole PHB and both AVs) finds it a tad out of the ordinary. I am starting to think that giving more potent abilities is probably ok, too. Boots of spider climbing should give you something like speed climb 3 (spider climb), not just a climb check bonus (then I would probably bump up the level a bit). Is giving out flight too powerful? What if it is overland flight, clumsy, or altitude limited? You shouldn't give out tons of these items, but a few here and there, at the right levels, would not be game-breaking. You could also use the concordance system, or something like it, on a daily basis for a normal magic item, and essentially let it power up. Like a dragonslaying sword that gets more powerful when it crits a dragon, or bloodies it, or if the wielder avoids being hit by frightful presence, etc. And then certain powers become available as the score gets higher -- and then it resets after an extended rest. [/QUOTE]
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