Simple idea to "fix" the magic weapon problem

StreamOfTheSky

Adventurer
Namely, that warriors are discouraged from using multiple kinds of weapons, but rather to use only a single specific one to save money on the high cost of enhancing weapons.

This is just a simple little idea I came up with and my DM allowed for one game with a specific character who I wanted to have many different exotic weapons, using different ones any given day (thanks to the flavorfully awesome Weapon Adaptation of Warblades) to actually make that feasible past level 3. For all I know it's been done before, came up with it a few years ago:

Hands of the Taiko: Any one masterwork weapon held in the hands gains the gauntlets' enhancement bonus. If the weapon is magical, any inherent properties of it worth a market price modifier (i.e., +1) are nulled by these gauntlets, though they can be turned on and off as a free action. Augment crystals and spells targeting the weapon function normally. Takes hands slot. Cost: 1.5x normal weapon enhancement cost (ie, +1 costs 3000 gp, +2 costs 12000 gp, etc...)

So...you pay 1.5x cost, ie the "wrong slot" cost, and can apply the bonus ot whatever masterwork weapon you happen to pick up. I limited it to masterwork for knee-jerk balance reasons, though with more playtesting may find it ok to apply even to a muddy stick off the ground. I limited it to one weapon held to keep it from being a ridiculous steal for TWF and to limit the usefulness to throwing builds (with 4 levels of Bloodstorm Blade to do a full thrown weapon attack with the same weapon, it's still possible). It adds some versatility, but at sizable cost. I found it to be pretty balanced in the limited play time it was used.

And the name? I have trouble naming things. The character in question was a descendant of the Toyotomi, and was thus named in honor of Hideyoshi Toyotomi (the Taiko) for lack of a better idea. Feel free to rename it with something that actually describes what it does.

For what it's worth, in my own games I allow Monks to pay 1.5x cost for a robe to enhance unarmed strike, instead of the obscene costs of the DMG amulet, which is really only ever worth it if you're a creature with multiple natural attacks to enhance. I mean, by RAW a monk is infinitely better off just getting buffed with GMW or GMF. So creating an item like this might not have offended my sensibilities as much as it may yours.

EDIT: The item as written DOES extend its benefit to ranged weapons such as bows, if that was unclear. Obviously if you placed a melee only special ability on the gauntlets it would not function with a bow and vice-versa. Again, the point is to pay a little more to add your enhancement to an assortment of weapons.
 
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I don't really see the use for such a thing. IME, PCs rarely have more than 1-2 weapons at all, let alone that they use regularly. Enchantment beyond a +1 is utterly useless anyway, except to add an attack bonus and a few points of damage. I certainly wouldn't want to nullify any special abilities I had (elemental damage, frex) simply for a couple extra plusses, unless I were using a variant system like this one - then it would be well worth the money).

That being said, I don't see anything really wrong with them - they're not broken or anything.
 

You can apply special abilities to the gauntlets instead of +x, just as you can with bracers of armor, so that's not really an issue. The nullification was for balance reasons, so it couldn't be used like bow and arrows, where you get a +5 on the gloves and a +1 sword with +9 in special abilities on the weapon and overlap them.

the item is not useful to a typical PC, since most only use one or two weapons, ever. It exists to make it viable to have more weapons than that for those who want to.
 

Well this allows you to toggle between two magic weapons at the cost of your hands slot and some extra gp. Since the gauntlets override magical weapon properties, you're really only buying one weapon with them. I'd say with this, you don't solve the problem.

I've never really seen this as much of a problem. You've got two options, you can either spend a lot of your money on enhancing one weapon, which will give you a superior weapon. Or you can just use whatever you find, which allows you to spend your money elsewhere, yet still have a fair weapon.
 

I've done something similar in the past with "Essence Gems". As you grow in power so does your rock or rocks so that at first level you get a +1 bonus and at twenty you get an effective +11. Someone can pick up your sword or nunchuks or whatever and would not get the use out of the weapon, cause they ain't you. Your weapon gets broke? Slap that essence gem into a new weapon in a short ritual and bam, your not out several kingdoms GNP for a metal stick. Worked out pretty well, lots of sunder and disarms without the crying.
 

I've done something similar in the past with "Essence Gems". As you grow in power so does your rock or rocks so that at first level you get a +1 bonus and at twenty you get an effective +11. Someone can pick up your sword or nunchuks or whatever and would not get the use out of the weapon, cause they ain't you. Your weapon gets broke? Slap that essence gem into a new weapon in a short ritual and bam, your not out several kingdoms GNP for a metal stick. Worked out pretty well, lots of sunder and disarms without the crying.

That's interesting. Perhaps that could be done with the weapon augment crystals system in Magic Item Compendium? It'd fit well, aside from the fact those augment crystals can only be used on weapons that are masterwork (least), +1 (lesser), or +3 (greater) or higher. Which would make it kind of self-defeating.

But the mechanics of how you can attach and remove the crystals is at least a good starting place.

As for sundering...I'm still in the middle of a sunder houserule to make it actually not incredibly stupid for PCs to try and guilt-free for the DM. The basic premise: Destroying a magic item does NOT remove the magical properties from it. Once it is physically repaired (Make Whole spell, craft skill, etc...), either all of the magical properties or one/day (still deciding) re-awaken in it starting 24 hours after it is fully refurbished. That way sunder would become a "screwed for the dungeon" tactic rather than a "screwed for life" one. Combined with more houserules to encourage people to not just buy one big decked-out magic weapon, and I think it might actually make sundering a valuable and frequent part of the game.
 

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