The magic item cycle

TerraDave

5ever, or until 2024
Based on the preview, it looks like at each level a charecter will, on average, get one item two levels higher then themselves. (the cash acts as sort of a fudge-factor).

We also know from this article, that they have 3 main slots, and 7 other slots (with wondrous items and potions the fudge factor here).

So from that, at first charecters will fill in their slots, and then start to overrun them. It should work out something like this (the numbers after level are the level of the items, the numbers in () are surplus items):

Level 2: 3
Level 3: 4,3
Level 4: 5,4,3
Level 5: 6,5,4,3
Level 6: 7,6,5,4,3
Level 7: 8,7,6,5,4,3
Level 8: 9,8,7,6,5,4,3
Level 9: 10,9,8,7,6,5,4,3
Level 10: 11,10,9,8,7,6,5,4,3
Level 11: 12,11,10,9,8,7,6,5,4,3
Level 12: 13,12,11,10,9,8,7,6,5,4(3)
Level 13: 14,13,12,11,10,9,8,7,6,5(4,3)

Level 16: 17,16,15,14,13,12,11,10,9,8,(7,6,5,4,3)

Level 20: 21,20,19,18,17,16,15,14,13,12 (11,10,9,8,7,6,5,4,3)

Level 26: 27,26,25,24,23, 22,21,20,19,18 (17,16,15,14,13,12,11,10,9,8,7,6,5,4,3)

Level 30: 31,30,29,28,27,26,25,24,23,22 (21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3)

Most items you use are ones you find. Finding a "good" item is a big deal. You can customize through the cash you find and by selling batches of older items (or using a ritual to get the value out of them), though you may actually only do that a few times. In any case, you also want variety, to cover all those slots.

Just thought I would share.
 

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Isn't the default assumed party of size 5 or 6? And the article says 4 items for the party per level. That means in expectation there should be less items than party members for each level, or equivalently each individual character should expect to get a new magical item less often than one-per-level.
 

Scipio202 said:
Isn't the default assumed party of size 5 or 6? And the article says 4 items for the party per level. That means in expectation there should be less items than party members for each level, or equivalently each individual character should expect to get a new magical item less often than one-per-level.

The article posted with the assumption that there are 5 members of the party.

I am sure that there will be modifications to the table if you have less (or more) members in the party. Hopefully just expanded tables... I tend to run with 2-4 players.
 

Scipio202 said:
Isn't the default assumed party of size 5 or 6? And the article says 4 items for the party per level. That means in expectation there should be less items than party members for each level, or equivalently each individual character should expect to get a new magical item less often than one-per-level.

4 items above level and enough gold to buy two at-level items. Each character should be gaining at least one per level, I would think.
 

Interesting. So by the time you want to sell something, it's going to normally be at least one, maybe two cost brackets under you.

Meaning it's base cost will be somewhere on the order of 1/25th of an item of your level.
 

Lacyon said:
4 items above level and enough gold to buy two at-level items. Each character should be gaining at least one per level, I would think.
OK, that might work, depending on what else you might need to spend the gold on.

Additionally, if part of the role of magical items is to provide new powers, rather than just purely statistical benefit, it may be useful to keep a couple of extra items beyond your 10 slots to swap out.
 

I definitely hope they have rules against rampant swapping out.

I'd hate to have 22nd level adventures swapping on and off level 3 armor to use the daily free surges from it.

Something like the daily/encounter restriction applies to the slot would cover things.
 

keterys said:
I definitely hope they have rules against rampant swapping out.

I'd hate to have 22nd level adventures swapping on and off level 3 armor to use the daily free surges from it.

Something like the daily/encounter restriction applies to the slot would cover things.
Sure, I could see that - and if the a/e/d/u power breakdown is tied to item slot that would be quite easy. I was thinking more in terms of variety/options in effect type, not in getting extra uses. E.g. I can only use one amulet at a time (and perhaps only get x uses/day from all amulets), but I have one with pinpoint damage and with with AoE damage that I use depending on the encounter.
 

Right, I was assuming that the cash covered the gap between items found and possesed.

The implications of this are interesting...if I cut the number of items in half, it might not be that big of a deal, as long as the "primary" items are covered. If I doubled it, it might also not be a big deal, as the slots would still fill up, and the surplus has only a fraction of the value. Its also noteworthy that both these "damping" effects are more pronounced as you go up in level.
 

TerraDave said:
The implications of this are interesting...if I cut the number of items in half, it might not be that big of a deal, as long as the "primary" items are covered. If I doubled it, it might also not be a big deal, as the slots would still fill up, and the surplus has only a fraction of the value. Its also noteworthy that both these "damping" effects are more pronounced as you go up in level.

This is my favorite part of the "new math" so far.
 

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