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<blockquote data-quote="Sadras" data-source="post: 6005050" data-attributes="member: 6688277"><p>Define Magic: First one needs to define Magic (where it comes from, how it is harnessed) in their setting before they can even attempt to deal with Magical Items. </p><p> </p><p>Cost: WotC must provide a multiplier for common, uncommon and rare settings. In my opinion 4E got the economics wrong completely. Most of the magical items were rediculously priced for poor powers - costing thousands and hundreds of thousands of gold. I mean compare that too historical records of how much a fortress or keep costs in florins and you will see what I'm talking about.</p><p>And I know that D&D land is rich in gold, but the costs in 4E were just plain excessive. No excuses.</p><p> </p><p>Creation: Creation of magical items should be a separate module. In some settings wizards create magical items, in others deities enchant items of their most loyal followers or give them gifts, perhaps others gain their powers through great feats (slaying a dragon, absorbing some of its magical essence)...</p><p>Perhaps magical items can be broken easily or disenchanted, perhaps their powers wane over time (week, month, year, decade) without the costly <em>Permanence</em> spell being cast. Perhaps thats what defines Relics/Artifacts - items whose magical powers do not wane. </p><p> </p><p>"Power" Templates: Templates should exist for magical items, for the inexperienced DM, acting as both a guide and for ease of use. DMs who want to create their own magical items have always been able to do it for any edition, so there is no reason to remove the template from the books.</p><p> </p><p>Identification: Identify, Lore, Augury, Sage consultation and exploration through use...etc should all be available to determine the properties of the magical item. And just because one knows of the properties of the magical item doesnt mean one knows how to use it effectively first time.</p><p>Perhaps a Flametongue Longsword requires more than the command word which would do +1d6 fire damage, but if the user is burns with anger this enhances the flames enhancing its effect to +2d6 fire damage. Perhaps this could only be learned over time - through use.</p><p> </p><p>Expanded Definition of Magic: Then we have magical auras, how many magical items can one activate on oneself at one time, how many potions can one drink before it becomes harmful - so many thoughts and ideas could go into this. </p><p> </p><p>Magical Items (creation,cost, powers) require an entire book to do them any justice not a single chapter in the DMG - they are linked to the setting affecting the economics, history and the magic of a world. I for one would welcome a book of ideas and mechanics on the subject.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6005050, member: 6688277"] Define Magic: First one needs to define Magic (where it comes from, how it is harnessed) in their setting before they can even attempt to deal with Magical Items. Cost: WotC must provide a multiplier for common, uncommon and rare settings. In my opinion 4E got the economics wrong completely. Most of the magical items were rediculously priced for poor powers - costing thousands and hundreds of thousands of gold. I mean compare that too historical records of how much a fortress or keep costs in florins and you will see what I'm talking about. And I know that D&D land is rich in gold, but the costs in 4E were just plain excessive. No excuses. Creation: Creation of magical items should be a separate module. In some settings wizards create magical items, in others deities enchant items of their most loyal followers or give them gifts, perhaps others gain their powers through great feats (slaying a dragon, absorbing some of its magical essence)... Perhaps magical items can be broken easily or disenchanted, perhaps their powers wane over time (week, month, year, decade) without the costly [I]Permanence[/I] spell being cast. Perhaps thats what defines Relics/Artifacts - items whose magical powers do not wane. "Power" Templates: Templates should exist for magical items, for the inexperienced DM, acting as both a guide and for ease of use. DMs who want to create their own magical items have always been able to do it for any edition, so there is no reason to remove the template from the books. Identification: Identify, Lore, Augury, Sage consultation and exploration through use...etc should all be available to determine the properties of the magical item. And just because one knows of the properties of the magical item doesnt mean one knows how to use it effectively first time. Perhaps a Flametongue Longsword requires more than the command word which would do +1d6 fire damage, but if the user is burns with anger this enhances the flames enhancing its effect to +2d6 fire damage. Perhaps this could only be learned over time - through use. Expanded Definition of Magic: Then we have magical auras, how many magical items can one activate on oneself at one time, how many potions can one drink before it becomes harmful - so many thoughts and ideas could go into this. Magical Items (creation,cost, powers) require an entire book to do them any justice not a single chapter in the DMG - they are linked to the setting affecting the economics, history and the magic of a world. I for one would welcome a book of ideas and mechanics on the subject. [/QUOTE]
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