D&D 4E Trying to increase the rarity of magic items in 4E

Gregor

First Post
Hey all,

Apologies if this has been brought up before in the plethora of 4E threads, but I am curious to hear your thoughts on how to make magic items more rare in 4E.

The major question I am mulling over in my head is: seeing as 4E assumes that magic items are in the PC's hands by level 1, will reducing access to magic seriously weaken PCs?

I dont really want to get into a discussion about the merits of 4E's design, Im just curious as to what your thoughts are and if you have dreamed up any methods of reducing magic items, or perhaps substituting them with other things (e.g. mundane but well made items that can take the place of magic).

Not sure if I am being clear...

Thanks.
 

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I think this was covered in an article.

You can remove all magic items and just give players a static increase to their attacks/defenses like so:
levels 1-5: +1
6-10: +2
11-15: +3
16-20: +4
21-25: +5
26-30: +6

Done. No magic items necessary.
(adjust crits as Mustrum Ridcully advises below)

Ironically, while I've not used magic items in game for years (okay, one or two, and they were artifact-level plot elements), I'm strongly considering bringing them back in 4e, except they're not "magic," they're just exceptionally well-crafted things like Conan's Atlantean sword.

The way I plan to do this is to have PCs find, craft, or in some way acquire an item of exceptional craftsmanship (but mechanically it's this magic weapon or that magic armor). Now that there's no DR/magic, it doesn't matter whether an item is "magic" or not. Which I like.
 
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1) The rules basically "require" only the +X items to allow your characters to beat enemy Defenses.
So, either lower enemy defenses or give the characters a +1 bonus to attacks every 5 levels. (this should also translate into a +1d6 points of damage per +1 on critical hits)
If you want to keep magical items, just give the PCs the secondary benefits of a magical weapon (A flaming weapon can deal fire damage and has a daily power, stuff like that)

2) Remove Magical Item Economy.
Magical items are not sold or bought. They might be lend, found, borrowed or stolen. They are only available to the extent you want them to be.

3) Enchanting and Disenchanting items:
To enchant an item, the components are not just generic components appropriate to skill worth required gp value - they require unique components that are only available to the extent you want them to be.

4) Use the wealth and magic item guidelines (basically just the level) as an indicator for how powerful the items the characters will find or can create using the components you "grant" them.

For best effect, finding magical items should usually probably be part of a quest and have plot relevance.
 

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