The magic item cycle


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Brown Jenkin said:
Then whats the point in having slots?

Maintaining balance. There is no realistic reason that a person cannot wear 8-10 magical rings...the ramifications of benefiting from that many at once are complex. Slots exists not so that you can be sure to fill them (though many character will naturally) but so that you are forced to diversify and make choices about how you are going to play your character's concept.

DC
 

Scipio202 said:
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.

Some items are also restored at Milestones.

I would just rule that once the slot is used, it's done for that length of time. Use an amulet with a daily power, the amulet slot is expended for 24 hours. Use a sword with an encounter power, that slot is expended for the encounter (or 5 min). That way there isn't rampant abuse of switching out equipment in battle, and also makes slotless items (potions, etc) a little more powerful.
 


I like the idea that this easy progression could be converted directly into bonus and power slots instead of item slots for a lower magic campaign. If one wants a no item campaign, the DM can just fill these slots with powers from plot specific backgrounds/templates instead of magic items. Sure, they can't be stolen, but I have never stolen a character's gear when it really mattered, and the fluff would be worth this plot hook cost. In any case, this keeps the power curve on track, is transparent enough that most trained monkeys could do it, and expands the campaign concept options a little. This variation doesn't even preclude having some magic items thrown in. Just expands the possibilities a little. All in all, good stuff.
 

From what we know, the simple progression:

Level 2-5: +1 to Attacks, AC, and other defenses
Level 6-10: +2 to Attacks, AC, and other defenses
Level 11-15: +3 to Attack, AC, and other defenses

You could do something fancier, +1 to attack at level 2, +1 to AC at 3, +1 to defenses at 4, restart the cycle at 6.

The other thing that will be missing is all the other boosts the various items may provide...maybe give an extra power...say at levels 5, 10, 15...
 

I suspect you'd want to give an extra power slightly more often than that - most items have _some_ bonus or power other than their raw +. Almost all of the items other than the core three do, even.

You could probably even mirror the progression to a certain extent, adding an extra utility at 2, encounter at 3, daily at 5 (or maybe 3,4,6 to stagger it slightly). Then you have to figure out at which point you have to swap things out. Like if you only ever get 1 utility, 1 encounter, 1 daily for magic items, for instance.

Interesting alternatives to having magic items.
 

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