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<blockquote data-quote="corwyn77" data-source="post: 5355971" data-attributes="member: 63309"><p>I've been doing something similar to this for about a year now and I love it. My experience has been mostly with other systems gurps, hero, savage worlds) where magic items are definitely a bonus and not required to compete. I like the idea of magic being, well, magical. </p><p></p><p>Originally I just gave everyone an enhancement bonus of level/5 rounded to the nearest (so levels 3, 8, 13, etc. and concentrated on magic items that were interesting or unique.</p><p></p><p>Then there was a thread on the wizards boards that I lifted pretty much wholesale since it was so brilliant.</p><p></p><p>I'm sorry I can't remember the original thread or poster but it goes something like this, modified slightly by me:</p><p></p><p> <strong>1) Characters add: their full level to attacks and defences (rather than half their level); half their level (rounded down) to damage rolls. Add 1/5 their level in crit dice, rounded up.</strong><strong></strong></p><p><strong></strong></p><p><strong><strong>2) Magic Items and the Enchant Magic Item Ritual are heavily restricted. </strong></strong>-</p><p> <strong>Common/Uncommon consumables - unrestricted</strong></p><p> <strong>Permanent uncommon items can be made, but only if one has the "recipe." Like knowing a spell in earlier editions, these recipes will be valuable commodities and not commonly for sale.</strong></p><p><strong>-Making rare items requires both a recipe and quest-specific materials.</strong></p><p> </p><p> </p><p> <strong>3) Heavy armor users and monsters add 2 to AC at Paragon, 4 at epic. This replaces Masterwork armor.</strong></p><p><strong></strong></p><p> <strong></strong></p><p><strong><strong>4) All powers with neither the Implement nor Weapon keywords have their additional attack bonuses removed if the power targets Fortitude, Reflex, or Will, or replaced with a +2 if the power targets AC. (Example: Dragonborn breath weapon)</strong></strong></p><p> <strong></strong></p><p><strong>There are no enhancement bonus items to attack, damage, defenses. The above also incorporates such 'required/expected' feats such as weapon focus, expertise, various elemental damage feats as well as 'expected' items such as Iron Armbands, Staff of Wither, etc. Better, IMO, it grants these 'features' to everyone and doesn't hose characters who don't have these options (casters who need multiple elemental feats, casters who can't use a staff, etc.</strong></p><p></p><p>Obviously parcels have to be adjusted. I generally give out half the monetary parcels in half and give out about 1 magic item per level, aside from consumables. Usually one or two per character will be what Essentials is calling Rare. </p><p></p><p>As a plus, this system would allow for no magic items at all (the original intent from the thread). Just remove most parcels (or virtually all if you're willing to remove rituals as well).</p><p></p><p></p><p><strong>I haven't decided what to do about Essential expertise/focus feats yet. If my players find them attractive enough on their own to take without the attack bonus I can leave them as is. Otherwise, I may allow them to grant a flat +1 to hit.</strong></p></blockquote><p></p>
[QUOTE="corwyn77, post: 5355971, member: 63309"] I've been doing something similar to this for about a year now and I love it. My experience has been mostly with other systems gurps, hero, savage worlds) where magic items are definitely a bonus and not required to compete. I like the idea of magic being, well, magical. Originally I just gave everyone an enhancement bonus of level/5 rounded to the nearest (so levels 3, 8, 13, etc. and concentrated on magic items that were interesting or unique. Then there was a thread on the wizards boards that I lifted pretty much wholesale since it was so brilliant. I'm sorry I can't remember the original thread or poster but it goes something like this, modified slightly by me: [B]1) Characters add: their full level to attacks and defences (rather than half their level); half their level (rounded down) to damage rolls. Add 1/5 their level in crit dice, rounded up.[/B][B] [B]2) Magic Items and the Enchant Magic Item Ritual are heavily restricted. [/B][/B]- [B]Common/Uncommon consumables - unrestricted[/B] [B]Permanent uncommon items can be made, but only if one has the "recipe." Like knowing a spell in earlier editions, these recipes will be valuable commodities and not commonly for sale. -Making rare items requires both a recipe and quest-specific materials.[/B] [B]3) Heavy armor users and monsters add 2 to AC at Paragon, 4 at epic. This replaces Masterwork armor. [/B] [B] [B]4) All powers with neither the Implement nor Weapon keywords have their additional attack bonuses removed if the power targets Fortitude, Reflex, or Will, or replaced with a +2 if the power targets AC. (Example: Dragonborn breath weapon)[/B][/B] [B] There are no enhancement bonus items to attack, damage, defenses. The above also incorporates such 'required/expected' feats such as weapon focus, expertise, various elemental damage feats as well as 'expected' items such as Iron Armbands, Staff of Wither, etc. Better, IMO, it grants these 'features' to everyone and doesn't hose characters who don't have these options (casters who need multiple elemental feats, casters who can't use a staff, etc.[/B] Obviously parcels have to be adjusted. I generally give out half the monetary parcels in half and give out about 1 magic item per level, aside from consumables. Usually one or two per character will be what Essentials is calling Rare. As a plus, this system would allow for no magic items at all (the original intent from the thread). Just remove most parcels (or virtually all if you're willing to remove rituals as well). [B]I haven't decided what to do about Essential expertise/focus feats yet. If my players find them attractive enough on their own to take without the attack bonus I can leave them as is. Otherwise, I may allow them to grant a flat +1 to hit.[/B] [/QUOTE]
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