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"Soul-bound" magic items, homebrews, economy
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<blockquote data-quote="Hjorimir" data-source="post: 1760559" data-attributes="member: 5745"><p><strong>Attunement</strong></p><p></p><p>I use an Attunement system for my campaign (which is really two different campaigns on the same world...too many players it would seem).</p><p></p><p>Anyway, I am fundamentally opposed to how 3.x trivialized magic items and how easy a specific item was to acquire for the players. One of the driving goals for a group of adventurers used to be hunting for rare magic items. With the advent of item-creation feats, this simply just became accumulation of wealth to convert into the perfectly min/maxed item of choice.</p><p></p><p>I have done the following to address this within my own world:</p><p>1) Days are weeks for creating magic items (excluding Potions & Scrolls).</p><p>2) A character must 'Attune' a magic item before he can use it (at least to its full potential). The nature of attunement is often specific to the item. For example, a giant bane sword may only attune once the character uses it to slay a giant of at least X-HD or a cloak of shadows may only be attuned during a new moon (of a particular moon) or the hand of sunbeam can only be attuned at sunrise on Summer Solstice (that kind of thing).</p><p>3) A character cannot attune anything past the wealth guideline value (presented in the DMG) at his current level +1. I particularly like this part because it polices itself (forces the players to share the wealth, so to speak) without me having to lobby for a particular player who seems to have been overlooked time and time again. Furthermore, it really crushes the secondary market for magic items as many NPCs cannot even attune higher level items and thus have little or no interest in them. But see #4.</p><p>4) I have certain materials that are inherently enchanted (i.e. rare metals) that do not require attunement. This is the market for your basic "plus" items (i.e. +2 resistance cloak, +3 sword). They are extremely expensive as far as the general economy is concerned and often recognizable on sight (due to particular qualities of the material...thieves love this).</p><p>5) There is no attunement for Potions & Scrolls.</p><p>6) The creation of magic items will almost always require rare components (that will have their own value subtracted from the creation cost). This allows the DM a level of flow-control on how quickly items come into the game. General guidelines for this can be taken from the Metamagic Component rules within Unearthed Arcana (which I also use, btw).</p><p>7) Because these rules weaken item-creation feats, I have combined certain feats as follows. Craft Wand and Craft Staff. Craft Rod and Craft Ring. Craft Wondrous Items and Craft Arms & Armor (Craft Arms & Armor has many limitations on what can be made based on the material of the item, see #4).</p><p></p><p>Anyway, that is a basic overview of my system and I've really loved how it has changed my game.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1760559, member: 5745"] [b]Attunement[/b] I use an Attunement system for my campaign (which is really two different campaigns on the same world...too many players it would seem). Anyway, I am fundamentally opposed to how 3.x trivialized magic items and how easy a specific item was to acquire for the players. One of the driving goals for a group of adventurers used to be hunting for rare magic items. With the advent of item-creation feats, this simply just became accumulation of wealth to convert into the perfectly min/maxed item of choice. I have done the following to address this within my own world: 1) Days are weeks for creating magic items (excluding Potions & Scrolls). 2) A character must 'Attune' a magic item before he can use it (at least to its full potential). The nature of attunement is often specific to the item. For example, a giant bane sword may only attune once the character uses it to slay a giant of at least X-HD or a cloak of shadows may only be attuned during a new moon (of a particular moon) or the hand of sunbeam can only be attuned at sunrise on Summer Solstice (that kind of thing). 3) A character cannot attune anything past the wealth guideline value (presented in the DMG) at his current level +1. I particularly like this part because it polices itself (forces the players to share the wealth, so to speak) without me having to lobby for a particular player who seems to have been overlooked time and time again. Furthermore, it really crushes the secondary market for magic items as many NPCs cannot even attune higher level items and thus have little or no interest in them. But see #4. 4) I have certain materials that are inherently enchanted (i.e. rare metals) that do not require attunement. This is the market for your basic "plus" items (i.e. +2 resistance cloak, +3 sword). They are extremely expensive as far as the general economy is concerned and often recognizable on sight (due to particular qualities of the material...thieves love this). 5) There is no attunement for Potions & Scrolls. 6) The creation of magic items will almost always require rare components (that will have their own value subtracted from the creation cost). This allows the DM a level of flow-control on how quickly items come into the game. General guidelines for this can be taken from the Metamagic Component rules within Unearthed Arcana (which I also use, btw). 7) Because these rules weaken item-creation feats, I have combined certain feats as follows. Craft Wand and Craft Staff. Craft Rod and Craft Ring. Craft Wondrous Items and Craft Arms & Armor (Craft Arms & Armor has many limitations on what can be made based on the material of the item, see #4). Anyway, that is a basic overview of my system and I've really loved how it has changed my game. [/QUOTE]
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