Mordenkainens Magnificent Emporium saved by last minute adventurers?

Remember that it's always easy to scale BACK mechanics that already exist, instead of making something from nowhere. I particularly like the Sword that Should never be Drawn myself. That one is just amazing flavor wise.
Just add some rules for chopping off limbs
This months dragon is doing that it seems.
 
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That link with

the new magic item reboot is great! I will pass it on to my DM in a game a just re-joined. Slogging through the 4e standard magic items is more tedious than anything, and there is no sense of wonder or "wow, I wish I could have that". E.g. for my paragon-level guy, I don't have the stats for weapon or implement mastery, so I've decided to stick with Jagged weapons until the end. If the new book nerfs them, so be it, so long as there are decently powerful items that don't have "Frost" or Rending in the title.

But, inso much as we've all seen this before. The book will be released and there will be much gnashing of teeth before they nerf 1/2 the items in it, making us feel dumb (again) for buy another splat book. I hope that's not the way it goes and it re-introduces some sense of wonder or fascination in the game, but 4e builds are too finiccky to leave it up to chance, so I've decided to focus on builds that work with feats, and any magic items I find is gravy on top.

A 4e treasure horde is seriously like sifting through garbage dump and crushing the worthless crap to extract their residuum. Once you have your chosen armor type or weapon type, all you have left to fret over are rings and maybe 1 or 2 others that are genuinely good.

Makes you wonder why iron armbands aren't the only arm item in existence, knowing that. If there's a limited amount of residuum in the economy (i.e. it can't be created, but must be recycled), why would any non-viable items be made, at all? Sure, a few, but their price would skyrocket and if anything, the best items that have constant benefits, that can also be made cheaply, will be the most common. Rare items' power HAS to go up, or they are only rare by virtue of there being no demand for them, and thus the price would either drop or stay the same, whatever it's equilibrium is. The price could in
 

I cannot stress how much i like the rarity idea (actually not a new concept to D&D... there was a rarity system for spells in 2nd edition)...

also i have to add that i appreciate the split: common in the players book, the rest in the DM´s hands...

But as aegeri said: this book is desperately needed to make this system work... (ok, it is not really, as i just make up my rares as I like... but such a book is really a big help and could make life easier for me!)
 

I cannot stress how much i like the rarity idea (actually not a new concept to D&D... there was a rarity system for spells in 2nd edition)...

hmmm, an obscure subsystem of 2e that I've never heard of? IMPOSSIBLE! ;)

also i have to add that i appreciate the split: common in the players book, the rest in the DM´s hands...

But as aegeri said: this book is desperately needed to make this system work... (ok, it is not really, as i just make up my rares as I like... but such a book is really a big help and could make life easier for me!)

It is nice that there are some items that the players should know about and be able to decide to make without much fuss. OTOH if a developer is going to put things in that list they'd better be VERY sure they got that right, and Bracers of Mighty Striking is already doing it wrong, so I'd have much rather they had just not put any magic items in a player book...

It is mostly needed to make the CB and DDI Compendium work right. The SYSTEM works fine now in terms of how the rules work.

IMHO I wouldn't even worry about balance amongst rares. Though I would classify plot devices are mostly artifacts there's no real reason why crazy items can't exist as rares, nobody is going to EXPECT to get them any more than they would have expected to get a Horn of Blasting or a Helm of Brilliance in 1e...
 

I am not entirely sure the bracers are doing it wrong... base attacks at +2 item bonus are much less worrisome than bracers that can apply the bonuses on minor action attacks and interrupts etc... so even if they are equally good for some classes as the other bracers, they are usually less abusable...

the shame is what we get for gauntlets of ogre power... i am still voting for setting up your strength to 18 for melee attacks and athleic checks... this way they are useful but not abusable at all. (maybe an extra +2 item bonus to attack damage would do no harm)

I am not really thinking game balance as an absolute ideal is working. Game balance is just a tool to make the game fun. Impressive rares that do crazy things are a different tool.
 
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I am not entirely sure the bracers are doing it wrong... base attacks at +2 item bonus are much less worrisome than bracers that can apply the bonuses on minor action attacks and interrupts etc... so even if they are equally good for some classes as the other bracers, they are usually less abusable...

the shame is what we get for gauntlets of ogre power... i am still voting for setting up your strength to 18 for melee attacks and athleic checks... this way they are useful but not abusable at all. (maybe an extra +2 item bonus to attack damage would do no harm)

I am not really thinking game balance as an absolute ideal is working. Game balance is just a tool to make the game fun. Impressive rares that do crazy things are a different tool.

The reason Bracers of Mighty Striking are bad as a common is twofold. First they are VASTLY more useful for Essentials martial builds than any other characters (modulo perhaps certain charge builds I suppose, but most of those sub in an at-will). Secondly they are absolutely going to be better than practically any other item in that slot. A must-have common item, why even bother to have other arm slot items? Half the point was to take the automatic picks out of the player's hands so that the DM at least COULD distribute something else instead (albeit it might not be quite as good, but it is still a better situation).

The Gauntlets of Ogre Power, well, yeah, they're pretty crappy as a rare, but at least you can ignore crappy options. Should be fixed, but it isn't a huge problem.
 

I am aware of the problems... and i guess at a +1 bonus per tier they are much more reasonable. Maybe this would be a good fix. But I don´t value a single +1 to damage bonus not that high...
But you are right, +2 permanent bonus as a property does not seem like beeing balanced vs other options...

the common guideline, that everything with only a property should be common is a little bit botched here... some properties are inherently more powerful than any daily power...

But then again, if someone just wants to deal more damage, an item that helps does not seem totally wrong, but maybe the numbers are a bit problematic...
 

Which book was that in? I used a rarity system for spells in my modified Birthright rules, but I can't remember where I stole that from. :)
I honestly don´t know... but i know that certain spells from the complete mage handbook were considered rare... and some from the forgoten realms books...

i try to find out...

At least i could find a rarity for spell component aquisition in "spells and magic"... not exactly what we searched for, but at least a rarity system that was there... ;)
 
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I am aware of the problems... and i guess at a +1 bonus per tier they are much more reasonable. Maybe this would be a good fix. But I don´t value a single +1 to damage bonus not that high...
But you are right, +2 permanent bonus as a property does not seem like beeing balanced vs other options...
It's not this, it's the fact the exact same item that benefits everyone else - Iron Armbands of Power - is uncommon. Given that essentials classes can spam out of turn attacks just as well with a warlord (or any other enabling based leader), opportunity attacks and get the most out of charging constantly it's a curious (and inconsistent) choice.
 

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