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<blockquote data-quote="aco175" data-source="post: 5361855" data-attributes="member: 27385"><p>These ideas do make the rare items more cool and unique. I have not realy incorporated rare items into my campaign, so pardon if I do not know what I'm talking about.</p><p></p><p>I like the way you have the base item in the old 4e books and added a poer that is useful in each encounter and another cool daily, like bumping the gauntlets of ogre power. IIRC the +5 damage used to be a daily power, but making it a encounter power makes this ited more wanted as my only rare of level 1-10. Side note: How long before somebody argues that it does not break the game by allowing multiples?</p><p></p><p>A different idea would be to have some things that can get added to a normal item, common or uncommon to make it rare. I'm not sure if if you/we can come up with 5-10 things that can get added to items of any sort, I tend to think that most players will want a rare that is a weapon,implement, or armor. </p><p></p><p>Example would be to take a flaming wpn (PHB p.234) that has an at will power of making all damage fire instead of normal and a daily power of dealing +1d6 fire and ongoing5 fire when you hit. I'm not seeing a problem if a player wants to make this his rare either when it is found or be able to change it each level like a power. I have not thought this through and just rambling at the moment. Take the daily and make it a encounter and have another daily to raise the damage on 1 hit, or raise the ongoing damage, or something like a burst/blast power. </p><p></p><p>I guess it depends on how you see the power of the item being rare depends on if you can swap the power to another item. I am leaning to have the power be inate and something the character manifests. This way if can be transferred to another item gotten a few levels later. I still have the problem with players getting a new item and it is just a more powerful version of the item they had only with another +1, so why not just give them the ability to pump something on their own.</p></blockquote><p></p>
[QUOTE="aco175, post: 5361855, member: 27385"] These ideas do make the rare items more cool and unique. I have not realy incorporated rare items into my campaign, so pardon if I do not know what I'm talking about. I like the way you have the base item in the old 4e books and added a poer that is useful in each encounter and another cool daily, like bumping the gauntlets of ogre power. IIRC the +5 damage used to be a daily power, but making it a encounter power makes this ited more wanted as my only rare of level 1-10. Side note: How long before somebody argues that it does not break the game by allowing multiples? A different idea would be to have some things that can get added to a normal item, common or uncommon to make it rare. I'm not sure if if you/we can come up with 5-10 things that can get added to items of any sort, I tend to think that most players will want a rare that is a weapon,implement, or armor. Example would be to take a flaming wpn (PHB p.234) that has an at will power of making all damage fire instead of normal and a daily power of dealing +1d6 fire and ongoing5 fire when you hit. I'm not seeing a problem if a player wants to make this his rare either when it is found or be able to change it each level like a power. I have not thought this through and just rambling at the moment. Take the daily and make it a encounter and have another daily to raise the damage on 1 hit, or raise the ongoing damage, or something like a burst/blast power. I guess it depends on how you see the power of the item being rare depends on if you can swap the power to another item. I am leaning to have the power be inate and something the character manifests. This way if can be transferred to another item gotten a few levels later. I still have the problem with players getting a new item and it is just a more powerful version of the item they had only with another +1, so why not just give them the ability to pump something on their own. [/QUOTE]
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