Possibility: Inherent Bonus -> No WBL?

Siberys

Adventurer
Okay, so here's the deal. I'm adopting Inherent Bonuses in my games, but with a caveat; items are always the highest-level version they can be without exceeding your level. Thus, if you are level 5, a Magic Weapon is a level 1 item, but if you are level 6, it is a level 6 item. Otherwise run as normal.

I'm thinking, with this setup, I could drop any and all WBL guidelines. There would be no need for WBL if the power of the items was a function of the character's power. Gold would be less a resource and more a roleplay thing (except in the case of consumables and rituals, but there's still DM oversight for that). This also has the added benefit of having items automatically grow with the characters - hell, you could even give them something with a minimum level higher than theirs, so they have to "unlock it's power" (by leveling) through "performing heroic deeds" (gaining XP/levels).

Am I missing something, or might this actually have the intended effect?
 

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This is my favorite thing about inherent bonuses; I don't have to worry about keeping up with the gear. If I forget to hand out a higher level weapon, or if a character somehow misses out on a neck slot, they don't lag behind the rest of the group.

From a flavor standpoint, inherent bonuses allow for a character to wield their "father's sword", which they wouldn't ever cast aside for another plus. Or the suit of armor they forged themselves. Or the shield carved from the skull of the first ogre they killed.
 

So, yes, I was missing something - it already basically works that way, apparently. I'm oblivious, sometimes.

The thing I'm looking at is more the 'items are always the highest-level version they can be without exceeding your level' bit, which is the actual house rule I was going to use (otherwise, this thread doesn't make much sense in this board, y'ken? ;) ). Inherent bonuses still have WBL guidelines, though they really mean very little, and I was thinking that directly tying down bonus advancement - instead of indirectly by having the enhancement bonuses overlap - would allow me to get rid of the last vestiges of WBL, so I can drop items in much less by "this level and this player needs this kind of item", and more "that's cool", or "that makes sense given the adventure".
 

So, yes, I was missing something - it already basically works that way, apparently. I'm oblivious, sometimes.

The thing I'm looking at is more the 'items are always the highest-level version they can be without exceeding your level' bit, which is the actual house rule I was going to use (otherwise, this thread doesn't make much sense in this board, y'ken? ;) ). Inherent bonuses still have WBL guidelines, though they really mean very little, and I was thinking that directly tying down bonus advancement - instead of indirectly by having the enhancement bonuses overlap - would allow me to get rid of the last vestiges of WBL, so I can drop items in much less by "this level and this player needs this kind of item", and more "that's cool", or "that makes sense given the adventure".

That's pretty much what I do. It will also allow you to only rarely drop in a magic item (if you want to make them really special). But then, I'm notorious for running treasure-poor games in whatever edition I'm running.
 

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