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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Yay, magic items!
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<blockquote data-quote="Falling Icicle" data-source="post: 6030687" data-attributes="member: 17077"><p>I think attuning to an item should cost a hit die. I don't want players to be able to swap attuned items at a whim. But it also shouldn't be so difficult that it's pointless to ever own more than X attuned items, either. I think a hit die is a reasonable cost in both respects. Of course, some items, particularly legendary items and artifacts, could have much more stringent attunement requirements.</p><p></p><p></p><p></p><p>Back in AD&D, if I recall correctly, things like magic armor, rings of protection, and even barkskin spells didn't stack with each other, as they were all considered bonuses from magic. I think that would be a good rule to bring back. 3.x had the whole keyword system, but then you ended up with the christmas tree effect. I think it's best to just say magic bonuses don't stack unless a spell or item explicitly says otherwise.</p><p></p><p></p><p></p><p>I don't have a problem with there being an ioun stone that heals 1 hit point per hour. My problem is that it has the same rarity as a ring that is far superior. It should have a lower rarity than the ring of regeneration, since it is weaker. Items of the same rarity category should be roughly balanced with each other. It doesn't need to be perfect, but when one item is 20 times as powerful as another of the same rarity category, it's obvious that one of those items doesn't belong in that category.</p><p></p><p></p><p></p><p>I don't mind spicing things up by giving items quirks and flaws, as long as those quirks aren't likely to be fatal. When a gem of seeing gives you a false vision, there might be some interesting roleplaying and humor as a result. When your ring of feather falling burns out without warning after you fell off a cliff, you die.</p><p></p><p></p><p></p><p>Well, the potion is very rare, so it might not be as broken as I first thought. It's just a much more powerful effect than I'm used to seeing in a potion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6030687, member: 17077"] I think attuning to an item should cost a hit die. I don't want players to be able to swap attuned items at a whim. But it also shouldn't be so difficult that it's pointless to ever own more than X attuned items, either. I think a hit die is a reasonable cost in both respects. Of course, some items, particularly legendary items and artifacts, could have much more stringent attunement requirements. Back in AD&D, if I recall correctly, things like magic armor, rings of protection, and even barkskin spells didn't stack with each other, as they were all considered bonuses from magic. I think that would be a good rule to bring back. 3.x had the whole keyword system, but then you ended up with the christmas tree effect. I think it's best to just say magic bonuses don't stack unless a spell or item explicitly says otherwise. I don't have a problem with there being an ioun stone that heals 1 hit point per hour. My problem is that it has the same rarity as a ring that is far superior. It should have a lower rarity than the ring of regeneration, since it is weaker. Items of the same rarity category should be roughly balanced with each other. It doesn't need to be perfect, but when one item is 20 times as powerful as another of the same rarity category, it's obvious that one of those items doesn't belong in that category. I don't mind spicing things up by giving items quirks and flaws, as long as those quirks aren't likely to be fatal. When a gem of seeing gives you a false vision, there might be some interesting roleplaying and humor as a result. When your ring of feather falling burns out without warning after you fell off a cliff, you die. Well, the potion is very rare, so it might not be as broken as I first thought. It's just a much more powerful effect than I'm used to seeing in a potion. ;) [/QUOTE]
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Yay, magic items!
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