BiggusGeekus
That's Latin for "cool"
* inherent bonuses as mentioned above
* the "blessings" that I think are in the 4e DMG2.
* Instead of standard reward, have the incentive be that a legendary blacksmith will upgrade some of their gear. Just have the dude increase the base bonuses, because those aren't very "sexy" and players that customize items typically prefer to look over the cool powers.
I would recommend against more gold/items. All that's doing is taking something that isn't currently working for the group and increasing the volume. I also don't like wish lists for the same reasons that an earlier poster mentioned.
I don't blame the PCs. The magic item lists in 4e read like a car parts catalog; unless you're really into car parts or already have a want/need for something specific, you're not going to read the catalog. I realize that 4e went down this path for good reasons having to do with risk, reward, and progression; I support those reasons. But a side effect is that some of the mystique of items has been toned down and developed more thoroughly in the context of artifacts.
So I'd go for fewer items that are discovered either as loot on a "boss" monster or as part of a series of quests.
* the "blessings" that I think are in the 4e DMG2.
* Instead of standard reward, have the incentive be that a legendary blacksmith will upgrade some of their gear. Just have the dude increase the base bonuses, because those aren't very "sexy" and players that customize items typically prefer to look over the cool powers.
I would recommend against more gold/items. All that's doing is taking something that isn't currently working for the group and increasing the volume. I also don't like wish lists for the same reasons that an earlier poster mentioned.
I don't blame the PCs. The magic item lists in 4e read like a car parts catalog; unless you're really into car parts or already have a want/need for something specific, you're not going to read the catalog. I realize that 4e went down this path for good reasons having to do with risk, reward, and progression; I support those reasons. But a side effect is that some of the mystique of items has been toned down and developed more thoroughly in the context of artifacts.
So I'd go for fewer items that are discovered either as loot on a "boss" monster or as part of a series of quests.