D&D 4E Uninteresting 4E Magic Items (help!)

I haven't looked at magic items from older editions lately, but I'm wondering why the difference seems so striking. Any thoughts?

In previous editions, magical items went outside regular character abilities. Give a fighter a Cloak of the Manta Ray, a Decanter of Endless Water, or some Sovereign Glue, and he could do stuff he never would be able to do with his regular class features. You got new capabilities you never had before.

4E items (mostly) tie into the existing class features and enhance them slightly. They don't enable you to do anything you could not do before, you just get a little better at what you are already doing, and if they enhance something else than what you regularly do, they are kind of meaningless. Thus the items are (A) more predicable and (B) ties harder to your "build". Both (A) and (B) makes the items, well, less exciting, and (B) is what makes wish-listing so attractive.


Another possible suggestion: Dig up an old 1E Dungeon Master's Guide, look up some juicy "outside-regular-character-abilities" stuff to use, convert them, and call them "unique artifacts".
 

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I'll make an actual item suggestion for the soon to be daggermaster. I have one in my party and I settled on a custom item set that I dreamed up.
First item was a custom item, a White Light dagger. It can shed light up to 5 or 10 squares. I hinted there was more to come. The second was another dagger, nothing special, something like a parrying dagger. I renamed it a dark heart dagger or something to give the light/dark image.

When he got the pair, on a crit(Encounter power), he could make a melee basic attack with the off hand.
On a crit with a kill(daily), he could shift his dex modifier and make a melee basic attack against an adjacent enemy, with the off hand.

It was a little overpowered at first, but he loves it and I doubt he'll ever want to give it up.
 

I'm also disappointed with 4E's magic items. Lately I've been adding some magic items from AD&D.

A few items the PCs already have: Gauntlets of Ogre Power, Boots and Cloak of Elvenkind. The gauntlets increase Str to 18 or add +2 to Str, whichever is higher. All of them give the PC a skill (which work differently in my game); the skill is the name of the item, like "Boots of Elvenkind". What does that skill do? I think it's pretty obvious. Boots of Elvenkind adds +5 to your roll if you're trying to sneak around quietly.

Here's an item I rolled up and (pretty easily) converted to 4E:

Ring of Weakness: The wearer will lose 1 point of Str and Con after each short rest until both scores are reduced to 3. However, the ring grants Invisibility, as the level 6 Wizard spell, once per encounter. Removing the ring requires a Remove Affliction ritual, after which the lost ability points return at a rate of 1 per extended rest.

I'm also going to use AD&D's Obsidian Steed.

Obsidian Steed: A small, nearly shapeless lump of glassy black stone. Close inspection reveals that it resembles a horse; carved into the bottom is a word of power in Supernal. Speaking the command word transforms the stone into a Nightmare.

Make a reaction roll (with a +4 bonus)* to determine the beast's orneriness: the steed will reject attempts to ride it, and, if mounted, it will attempt to shift into the Shadowfell (along with its rider) - unless persuaded otherwise. It can only be used once per day (24 hours), recharging at midnight.

* - For vanilla 4E campaigns, have someone make a Religion check to determine if they can mount it, and if they do, another Religion check to determine if they can keep it from shifting to the Shadowfell. The DC is a Moderate DC of the Nightmare's level.
 

Well, I started a detailed analysis of why 4e's magic items disappoint me, and how it came to be so, but it was really turning into a much longer essay than I was willing to write. Besides, DEFCON 1 hit the most important points. In short, for me 4e really strikes the wrong balance with respect to codifying actions and leaving the door open for creative use of magic items. This spirit of "over specification" is throughout the whole system, but it particularly disappoints me here because the major shortcomings of 3e's magic items were so well recognized.

I also wonder if the novelty and IIRC success of the Magic Item Compendium at the end of 3.5 may have made the 4e system seem like a much better idea than it actually was. (From my perspective, of course. If you love 4e magic items, I have no problem with that.) In part this is because 3e had been starved of almost everything besides the Big 5 for so long (the contrast was quite stark!) that all these new and revised magic items couldn't help but seem awesome. Plus, the reasonable prices created really difficult body slot decisions that were otherwise rare during the entire edition. Finally, the codified nature of many of the 4e-like MIC items was softened by the less-precise nature of 3e, and any existing items with really broad or unusual uses were obviously still available, so issues due to the pervasiveness of that style weren't necessarily obvious.

As others have said, one thing that might improve the mysteriousness of magic items would be to give only partial information about them, instead of a short rest leading to full knowledge. Something like each effect of the item having an appropriate DC to determine its function, and missing by 5 or less at least tells you there is some additional function there. Maybe the first check a character makes on an item takes a short rest, a second requires a couple hours, and after that additional information is beyond reach without some other form of help (a ritual, a piece of lore from a library, explicit experimentation, whatever.) The possibility of powers that were missed, or the certainty that they were missed, could keep players on their toes. And with item rarity added in Essentials, it might be cool sometimes if you don't actually know which items are rare, because some of the powers it holds are so obscure you have difficulty discerning them. Or if every once in a while the wizard rolls a natural 20 on an Arcana check and get the "unknown power" result, that could be a cause for excitement at the table.

And for something practical, here is a riff on the classic immovable rod that I think could be used creatively. I wrote it for a homebrew system, but it converts easily enough, especially since the Immovable Shaft is in the Adventurer's Vault. Maybe someone will find it amusing.

Telekinetic Anchor
"These two interlocking cylinders, one of obsidian and the other of pumice, hold firm or fly."
Level: ~15?
Price: ~25,000 gp?
Wondrous Item

Power (At-will): Minor Action. Separate the two halves of the Telekinetic Anchor. The obsidian half stays in place, exactly as though it were an Immovable Shaft (AV 173). While a creature grasps the pumice half it has fly 3 (hover), otherwise this half simply hovers in place. These effects end prematurely if the obsidian half is moved for any reason, or if the two halves are reconnected (a minor action). Otherwise, these effects last until the end of the encounter or for 5 minutes, whichever comes first.
Special: You can only activate this power if the two halves are connected.

In my original version it lasts 1 minute and is the equivalent of fly 6 (hover), but I'd forgotten how much stuff that lets you fly costs in 4e. Season to taste is what I'm saying. :)
 
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Thanks everyone, there are too many good suggestions to address them one by one. But I ended up giving a nice little hoard last night, most items from suggestions here. Here is the hoard:

Amulet of Life
Dwarven Thrower (+3 Hammer)
Bloodiron Dagger +3
Rod of Deadly Casting
Eladrin Chainmail +3

A lot of the ideas voiced in this thread re-affirm my own ideas, especially the idea of items that grow and develop as the players advance, and leaving some open-endedness with the items' properties (e.g. the bloodiron dagger is a minor artifact with a curse!).

I'm also dabbling with the idea of adjusting the campaign to include inherent bonuses but considering that most of them (all 10th level after last night) have +2 or +3 items, adding inherent bonuses would make them a bit over-powered at this point. Has anyone used both? Inherent bonuses and some magic items with bonuses? Is it too much?
 

In previous editions, magical items went outside regular character abilities. Give a fighter a Cloak of the Manta Ray, a Decanter of Endless Water, or some Sovereign Glue, and he could do stuff he never would be able to do with his regular class features. You got new capabilities you never had before.

4E items (mostly) tie into the existing class features and enhance them slightly. They don't enable you to do anything you could not do before, you just get a little better at what you are already doing, and if they enhance something else than what you regularly do, they are kind of meaningless. Thus the items are (A) more predicable and (B) ties harder to your "build". Both (A) and (B) makes the items, well, less exciting, and (B) is what makes wish-listing so attractive.


Another possible suggestion: Dig up an old 1E Dungeon Master's Guide, look up some juicy "outside-regular-character-abilities" stuff to use, convert them, and call them "unique artifacts".

Er no...I think everyone is missing the big point.

4e (AND 3e for that matter) allow for the PLAYER to choose/sell the item.

Go back to 1e/2e and give the player to not just SELL magic items a la 1e but to convert that cash into ACTUAL items and trust me, players are going to discard things like Cloak of the Manta Ray, Decanter of Endless Water etc.

The only reason people fondly remember these items is that the players were stuck with them and then they would try to figure out a use for them in their adventures.

But allow them to sell and buy actual magic items? Then every single non-combat item is being sold so that the fighters all have girdles of giant str, gauntlets of ogre power etc...
 

I'm also dabbling with the idea of adjusting the campaign to include inherent bonuses but considering that most of them (all 10th level after last night) have +2 or +3 items, adding inherent bonuses would make them a bit over-powered at this point. Has anyone used both? Inherent bonuses and some magic items with bonuses? Is it too much?

Magic items and inherent bonuses both provide Enhancement Bonuses, and thus do not stack with each other and work perfectly fine in the same campaign. You can think of the inherent bonus as guaranteeing an absolute minimum enhancement bonus based on character level, with individual items of higher level giving you a slightly higher bonus until you outlevel them and become more awesome than the item.
 

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