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So I want some advice on how to do what i want.
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<blockquote data-quote="discosoc" data-source="post: 6923107" data-attributes="member: 6801554"><p>What you choose to believe has no bearing on reality, but anyway...</p><p></p><p>If you want to make magic items more common, you can use the method I'm using:</p><p></p><p>1. weapon bonus to hit and damage are not magical; they are "masterwork." So a sword +1 is not a magical sword, but something that can be crafted by someone with the right talents. They should still respect the level range expectations, though, so a sword +3 wouldn't show up in a gnoll dungeon at level 4. What this does is frees up the magic item system to be more... magical.</p><p></p><p>2. Give magic items unique properties like extra flame damage, glows in the presence of an enemy type, causes rage, enhances a saving throw while held or worn, heals the user with each crit, deals aoe damage on a crit, never sinks, transports the owner to the astral plane while they sleep, grants immunity to a condition, reveals invisible objects and hides normal objects while unsheathed, etc..</p><p></p><p>This method means you can have crazy magic items that break rules, without the expectation of magic items having to have hit and damage bonuses. This keeps the core combat mechanics balanced in terms of the "bounded accuracy" math behind the game design. It also keeps the group from getting a ton of the same crappy "magic" items over and over, because there's nothing really fun about finding your 15th longsword +1; it's just going to be vendor trash.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6923107, member: 6801554"] What you choose to believe has no bearing on reality, but anyway... If you want to make magic items more common, you can use the method I'm using: 1. weapon bonus to hit and damage are not magical; they are "masterwork." So a sword +1 is not a magical sword, but something that can be crafted by someone with the right talents. They should still respect the level range expectations, though, so a sword +3 wouldn't show up in a gnoll dungeon at level 4. What this does is frees up the magic item system to be more... magical. 2. Give magic items unique properties like extra flame damage, glows in the presence of an enemy type, causes rage, enhances a saving throw while held or worn, heals the user with each crit, deals aoe damage on a crit, never sinks, transports the owner to the astral plane while they sleep, grants immunity to a condition, reveals invisible objects and hides normal objects while unsheathed, etc.. This method means you can have crazy magic items that break rules, without the expectation of magic items having to have hit and damage bonuses. This keeps the core combat mechanics balanced in terms of the "bounded accuracy" math behind the game design. It also keeps the group from getting a ton of the same crappy "magic" items over and over, because there's nothing really fun about finding your 15th longsword +1; it's just going to be vendor trash. [/QUOTE]
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Community
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So I want some advice on how to do what i want.
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