I really oppose this on principle.
Magic items are great, but the baseline assumptions of the game should never ever require magic items for pcs to be balanced at their level.
Obviously, this is a playstyle preference, but it's far easier to add magic items to a game than to remove them from one where they are built in balance elements (see: 3e and 4e).
This is already, IMHO, kind of problematic. Allowing multiple concentration spells defeats the purpose of having concentration as a meaningful limit. I'd be very wary of it. In my game, it costs an 8th level spell to concentrate on two effects at once. Others may value it differently, but that's the level of cost I feel it should impose.
I like the idea of concentration based martial effects. However, I'm not sure this would improve the game. The fact is, martial characters get hit almost every round in many fights, sometimes more than once. Tying their abilities to concentration means they would lose those abilities mid-fight very often. I'm not sure what to suggest on that; making it easier to maintain concentration defeats the purpose of having it in the first place.
So how does this interact with having your concentration broken? Or is the assumption that it can't be broken anymore? Because breaking concentration is a major element of balancing spells.
I don't know, I'm not trying to be negative
- there are some elements in here that I like- but I feel like you're trying to tie together disparate elements under one system that might not be well suited to all the things you're trying to do here.
AD&D. You didn't dump weapons unless you found a good magical non-proficient weapon that overcame the penalty to hit or else you were facing a creature you couldn't hit unless you were using a magic weapon. Otherwise you used one of the few weapons you were proficient with.Did you play Basic or AD&D? Dumping lesser weapons and armour was standard.
Not quite. The math of 3e assumed that martials were getting magical arms and armor that increased at certain levels. For example, and I'm making up the levels because I can't remember which levels they were, the game would assume a +1 weapon by level 3, a +2 weapon by level 7, a +3 by level 11, etc. The same with magical armor and shields.2. If everybody has items of roughly balanced value, everybody is doing ok (though the Monk might be among the least improved, since they don’t rely on weapons, except some rare amulet of mighty fist or whatever it was called, if you even count that as a weapon at all).
That’s interesting, I hadn’t heard of it. It sounds pretty similar to what I’m proposing. I should check it out. Thanks!Games like Earthdawn make items part of your power level as it requires a skill to attune, which sets the number of attunement, and it is possible to fail attunement (which can only be tried once per skill rank). ED is a point buy" system with levels you buy into to gain access to more abilities, so this mean items draw from the same pool used to improve combat abilities.
Not quite. The math of 3e assumed that martials were getting magical arms and armor that increased at certain levels. For example, and I'm making up the levels because I can't remember which levels they were, the game would assume a +1 weapon by level 3, a +2 weapon by level 7, a +3 by level 11, etc. The same with magical armor and shields.
That meant that the monsters were getting harder to hit at those levels and rolling higher numbers at those levels to compensate for those increases in magic arms and armor. If everyone were getting roughly balanced value magic items, the martials were just treading water while the spellcasters were getting improvements. In order for everyone to be doing okay, you needed to give the martials better magic items.
Well...It’d be nice if magic items were a built-in part of the power balance.
Exactly.Fourth edition has entered the chat

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.