Poll: Magic item boosters or not?

Magical item atk, save, or defense boost, in or out?

  • + 1 to +6 magic bonus houseruled out in my game

    Votes: 14 18.9%
  • +1 to +6 is classic D&D trope that should stay a part of the game

    Votes: 57 77.0%
  • What are you asking me for? I'm not adopting 4e.

    Votes: 3 4.1%

  • Poll closed .

ferratus

Adventurer
I'm planning to remove the attack, defense, and saving throw bonuses from magical items and add them to PC level progression. I was just wondering if I am in the majority or not.
 

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No, most players seem firmly entrenched in the high magic camp.
I'm a low magic lover(both to play and DM) but won't be doing it this way.
 

I'm considering a half-and-half strategy.

+1 level items for 1-10, +2 for 11-20, +3 for 21-30.

But maybe include legendary artefacts that go up to +6 like the Holy Avenger.

Don't know. Have to see how things pan out. I'm not a big fan of anything over +3 because it really does create a reliance on magical items, but then they've said you could feasibly only give characters weapon, armour, neck slot items of this level to balance things out so maybe it's not so bad.
 

I'm considering it -- kinda. I like the idea of PCs having magic items. I just don't like the rotating item trope. So, I may have a simple tag of "magic weapon" that adds a bonus based on the character's level and dispense with there being a difference in the enchantment of a +1 vs. a +2 sword. If I go that route, I'll still have different magic weapons have different special properties, like flaming, holy avenger, etc. That'll leave a reason to quest for or commission specific weapons.

I'm not really committed to that path, yet. I'll wait and read the books, first. I really like the idea, in concept, though.

Note: Even though I kept saying "weapon", the same idea would hold to any of the "big three".
 

ferratus said:
I'm planning to remove the attack, defense, and saving throw bonuses from magical items and add them to PC level progression. I was just wondering if I am in the majority or not.
Where's the poll?

I'm considering it. Option #3 (Option #1 is RAW) is that all the Big 3 of 4E each derive their power from the level of the wielder. If you're 4th level, it's a +1 item. Once you hit 6th level, it acts like a +2 item. Etc. If there are additional powers they may only activate once you're sufficient level, so that a "Holy Avenger" does not have the listed powers when you're 12th level, but rather something of the same them but level appropriate. Maybe a Ritual will unlock it once you're high enough level.
 

Heh, when I read the tutorial for v-bulletin, I figured that since you didn't get the poll creation page until after hitting submit, that the submit didn't happen until the poll was complete. I got called to dinner in the interim. My apologies.
 

ferratus said:
I'm planning to remove the attack, defense, and saving throw bonuses from magical items and add them to PC level progression. I was just wondering if I am in the majority or not.

Yeah, probably. It reinforces the idea that the game is about the character and not the stuff. It still leaves the special properties that they can use on an encounter or daily basis. Magic items are still interesting, but not important. Everything is then a secondary item, and I can limit characters to about 6 or so. Enough to satisfy a 'woo, magic!' feeling, but not so many that they are the focus of the game. Though I'd think I'd be happier with 3. Nice and traditional....

Will probably also move the crit effect over to the characters as well, but I need to see exactly how that works and if there are things that allow characters to crit more often.
 

I think its important for players to have to shop and think hard about what they spend their money on.

whether you do that with high magic and tougher monsters or the opposite really doesnt matter.

if they have no meaningful decisions to make in the economy, you miss out on something players love to obsess over.
 

Irda Ranger said:
Where's the poll?

I'm considering it. Option #3 (Option #1 is RAW) is that all the Big 3 of 4E each derive their power from the level of the wielder. If you're 4th level, it's a +1 item. Once you hit 6th level, it acts like a +2 item. Etc. If there are additional powers they may only activate once you're sufficient level, so that a "Holy Avenger" does not have the listed powers when you're 12th level, but rather something of the same them but level appropriate. Maybe a Ritual will unlock it once you're high enough level.

This is how I'm planning to do this as well. Sounds like a great way to make Magic Items meaningful too.

I don't want some random +1 sword that I'll hock as soon as I find my +3 sword in the next dungeon.

I want Ice from Game of Thrones or Sting from LotR. I want items with a history and a real value outside of the bonuses in the PHB.
 

There's another way to get rid of magic items, aside from adding the bonuses in to the PC level progression... subtract them out of the monster progression. Just take away the appropriate modifier from attack, AC, and save bonuses. You'd also have to reduce HP by a bit... I imagine 1/level for normal monsters, 2/level for elites, and 5/level for solos is about right.

Might be more work for not much gain, though.
 

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