"Rare" Magic Items

Istar

First Post
Okay so you cant make or buy these.
Is it up to your DM to restrict your "Wish List" if you put too many items on here that are rare ?
 

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If I were DMing I wouldn't even bother with Wish Lists until you get to the end of the campaign and fight the BBEG. I mean, I would make sure to have set it up so you get the items along the way. You gotta be going all out with the most epic items vs the last boss ;) imho.
 

The DM has the final say on what items you get, so, yes, if she feels you've requested too many rares, then she will trim some.
 

As the DM you can also ask your players to limit their rare picks to X number that you find reasonable.

In my game I've pretty much made all the magic items I give my players rare. I'll take a common or uncommon item and make it more interesting based on what the PCs have done. That way there is an "attachment" to the magical item.

For example the barbarian player had this cloak made from a wolf pelt that he constantly spoke to. So in an adventure in the Feywild the pelt gained sentience and now talks back. It also provides specific bonuses and levels with him so there is no churn of magic items.

I want magic items to be special and this way has kept them like that.
 

"Rare" items are functionally identical to Artifacts that have no "Concordance" track*. I just treat them as such.

*: An Artifact that fits this mould exactly - the Hammer of Thunderbolts - is listed in MME, in fact. Why they didn't just say this from day 1 and forget the daft "Rarity" stuff is a mystery, to me.
 


While I 'get' the thinking behind wish lists, this is another example of why they need to be rounded up, lined against the wall and shot.
 

IIRC, DM's Toolkit (I think) suggests ~1 rare item per character per tier. I've been following that guideline and it seems to work. Of course, we're only 6th level right now.

My players won't give me a wish list (no matter how much I ask), so I've given up. I just give them cool stuff and let them sort it out. That works too.
 

I do not know how many rare magic items the players get. I say that you find level x item and they divide them up. It seems like they do not even pick them, or have one that I do not notice, so it has not been a problem yet.

I thought about a mechanic or formula that would add to an item that would make it better, or a rare. Rare items look like most get a property, an encounter, and a daily power. You can add these to a normal item to boost them giving one character a better item if the other character wanted to boost something else.

A lot of my players take those boots that let them stand as a free action, name is eluding me at the moment. That is a property and by itself is fairly cool. Ad an encounter power like being able to shift 1/2 your speed and a daily like jump your speed w/o an atk of oportunity. This would be a rare item and the other character with these boots can still stand as a free action, but he chose to take another item as his rare so he does not get these otehr things.
 

I don't use wishlists any more. Instead I use the random rules from the Rules Compendium (odd=common, even=uncommon, 20=rare) plus MME to choose nice items.

Works well for us.

Cheers!
 

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