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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Najo" data-source="post: 4009722" data-attributes="member: 9959"><p>I agree with you. The ring thing and the neck and shoulders thing both do this. I think this approach to magic items would be better:</p><p></p><p>* Assign an item type to each magic item (i.e. boots, cloak, weapon, necklace, ring, belt). The type defines the area it is worn, instead of having slots on the body. </p><p></p><p>* Most items you can only wear one of each item type, with a few exceptions. Rings, weapons and wonderous items could have a limit of 2 each. Any item can go in any slot, but you can't have more than 1 of each item type and 2 of the few exceptions, or whatever. </p><p></p><p>* Then the character has a limited number of slots based on their level. The formula could be 1/2 level rounded up (so 1 item at level 1 - 2, 2 items at level 3 - 4, by level 30 you could have 15 items max) or you can lessen it a bit to 1/3 level rounded up (giving a level 30 epic character 10 magic item slots. The only issue with this is the wonky math feel. I am not wild about that.</p><p></p><p>Another approach is to either give a character 4 slots per tier (heroic has 4 slots, paragon 8 and epic 12) or to give characters a fixed number of slots 5 maybe, up to 10) that they have from level 1 -30 and it never changes. </p><p></p><p>What I like about this approach, is that character's don't try to fill each slot on the tree, which is what feels like the christmas tree effect. Instead they must pick and choose what items work best for them and they swap items out based on the task before them. They still can't use two cloaks at once, but likewise, they are not using all of the possible magic items at once either.</p></blockquote><p></p>
[QUOTE="Najo, post: 4009722, member: 9959"] I agree with you. The ring thing and the neck and shoulders thing both do this. I think this approach to magic items would be better: * Assign an item type to each magic item (i.e. boots, cloak, weapon, necklace, ring, belt). The type defines the area it is worn, instead of having slots on the body. * Most items you can only wear one of each item type, with a few exceptions. Rings, weapons and wonderous items could have a limit of 2 each. Any item can go in any slot, but you can't have more than 1 of each item type and 2 of the few exceptions, or whatever. * Then the character has a limited number of slots based on their level. The formula could be 1/2 level rounded up (so 1 item at level 1 - 2, 2 items at level 3 - 4, by level 30 you could have 15 items max) or you can lessen it a bit to 1/3 level rounded up (giving a level 30 epic character 10 magic item slots. The only issue with this is the wonky math feel. I am not wild about that. Another approach is to either give a character 4 slots per tier (heroic has 4 slots, paragon 8 and epic 12) or to give characters a fixed number of slots 5 maybe, up to 10) that they have from level 1 -30 and it never changes. What I like about this approach, is that character's don't try to fill each slot on the tree, which is what feels like the christmas tree effect. Instead they must pick and choose what items work best for them and they swap items out based on the task before them. They still can't use two cloaks at once, but likewise, they are not using all of the possible magic items at once either. [/QUOTE]
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