The reason this isn't in the home brew forum is because I'm not asking about how to make or tweak the rules, but rather the impact the rules would have on a game.
Basically, I'm going for a grittier feel that doesn't get bogged down in reality and still leaves room for the fantastic, exceptional and super human.
One of my key problems with all editions and game systems has always been magical items. I don't mind them, it's just that when they start to dominate, the game becomes less about the character and more about their items.
With the Expertise arguments, there were various spin-off discussions over rules changes that led me to decide that the best way forward for my own homebrew was to eliminate magical plusses altogether.
I'd already headed down this path but still clung to old habits, so eliminating them altogether was a big step for me. My system (by no means unique and I don't claim full credit for inventing it, just mentioning it as a point of reference) instead has bonuses at various levels to reflect the power curve represented by items.
At 1st, 6th, 11th, 16th, 21st and 26th levels, PC's get a cumulative +1 bonus to all attacks, defences, and damage as well as a bonus 1d6 (can be altered by magical item properties already in existence) to critical strike damage.
In addition, I've introduced masterwork weapons and implements. All magical weapons and implements are of masterwork quality, but not all masterwork weapons and implements are magical. A masterwork weapon or implement, like their armour counterparts, are limited by tier. At the heroic tier, you can find and wield a masterwork item that grants a +1 attack bonus, at paragon you can find +2 masterwork items and at epic, +3 items.
This, I believe, covers all the math. There are no magical bonuses to items anymore but otherwise magical items don't change. Properties and powers remain.
Now, to reiterate, I'm not asking for a discussion on the mechanical aspects of this system. I'm asking how it would affect a game and a campaign. Will this sort of system engender a more character focused game where the setting matters more than the items? What sort of game will this system promote?
Basically, I'm going for a grittier feel that doesn't get bogged down in reality and still leaves room for the fantastic, exceptional and super human.
One of my key problems with all editions and game systems has always been magical items. I don't mind them, it's just that when they start to dominate, the game becomes less about the character and more about their items.
With the Expertise arguments, there were various spin-off discussions over rules changes that led me to decide that the best way forward for my own homebrew was to eliminate magical plusses altogether.
I'd already headed down this path but still clung to old habits, so eliminating them altogether was a big step for me. My system (by no means unique and I don't claim full credit for inventing it, just mentioning it as a point of reference) instead has bonuses at various levels to reflect the power curve represented by items.
At 1st, 6th, 11th, 16th, 21st and 26th levels, PC's get a cumulative +1 bonus to all attacks, defences, and damage as well as a bonus 1d6 (can be altered by magical item properties already in existence) to critical strike damage.
In addition, I've introduced masterwork weapons and implements. All magical weapons and implements are of masterwork quality, but not all masterwork weapons and implements are magical. A masterwork weapon or implement, like their armour counterparts, are limited by tier. At the heroic tier, you can find and wield a masterwork item that grants a +1 attack bonus, at paragon you can find +2 masterwork items and at epic, +3 items.
This, I believe, covers all the math. There are no magical bonuses to items anymore but otherwise magical items don't change. Properties and powers remain.
Now, to reiterate, I'm not asking for a discussion on the mechanical aspects of this system. I'm asking how it would affect a game and a campaign. Will this sort of system engender a more character focused game where the setting matters more than the items? What sort of game will this system promote?