"Unpublishable Magic Items: the Love that Dare Not Speak its Name!"
Why do they need a 5E for that?
Breaking balance is easy. You don't need a new edition for that. If they want "minor artifacts" and create items, feats, powers or rituals with a "stop sign" on it, they can do it now.
See, here's the thing. Someone proposes working this item as a "rolling-over" artifact. I ask why. They say it's balanced that way. I reply that in order to make the concept work, they have stripped out the single balancing factor of artifacts.
So, I come back to asking... why? Why jump through all these hoops to pretend this is an artifact, when it's clearly not?
This is its own category of item. You can't just slot it into the "artifact" section of the D&D rules. It doesn't fit. It has to be balanced in a different way. That could mean giving the wielder a "level adjustment," or requiring the wielder to give up feats and powers, or simply making sure everyone in the party has one... there are a lot of possible solutions. But "call it an artifact" isn't one of them.
"I want a sailboat to go sailing."
"Here's a car."
"Why would I want a car?"
"It's less work to make it go."
"But a car would sink and wouldn't sail."
"Not if you waterproofed it, and attached a mast to the roof, and welded a keel to the underside."
"But making that go would require a huge amount of work."
"If you don't want to work to make it go, why do you want a sailboat?"
I'll add my voice to the chorus and say that I don't find 4e magic items inherently less interesting than 3e magic items, by and large. There are a few exceptions - notably in the "wondrous item" category that's declined since 2e - but I generally find them more interesting now. Simple +X items aren't the norm in 4e; they're pretty unusual. Weapons, armors, and amulets generally do a lot more than just adding a simple bonus. All too often, items in 3e would have to fill one of the Big Six, and few characters had much interesting stuff beyond that. 4e is in a better situation, here, at least IME.
D&D 3.5 Magic Item Compendium said:One of the most frustrating roadblocks to using interesting, unusual magic items [in your campaign] is that they take up body slots that you[r player characters] need for an ability-boosting item (such as gauntlets of ogre power), a ring of protection, or another must-have item. To address this issue, Magic Item Compendium presents official rules for adding comon item effects to existing magic items.
And the system will probably present you an way overpriced magic item.I'm not sure you're aware of how these items in 3E actually work. The remainder of my post (cross-posted from this discussion) will address this, and compare it to how this works in 4E. The gist of it is this:
The book then presents a table with ca. 30 entries of the stock enhancements that the system presupposes the PCs to acquire from level 1 to 20, complete with appropriate body slot entries for items receiving that enhancement and the price boost of the item receiving the enhancement.
What that means is the following. From this point on, the DM can pretty much use, and come up with, any item he finds or can think of, and plaster the system-requirements onto them as an added bonus to whatever crazy other stuff the items do. The list works such that any combo of "stock effect + crazy stuff" he can dream of is possible. Heck, that's the reason why I can inject all the retro stupid that is Jeff Rients' "minor magic items" in his Miscellanium of Cinder into my 3.5 game without wrecking the system's hardwired assumptions as to what magic items (minimally) do.
That's not actually true Windhammer.
Simply use the DMG2 inherent bonus feature and then you can pretty much slap ANY feature on a magic item and the system won't care.