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| Dalesman02-16-07, 03:22 PM | Greetings All! As a relative new arrival to the Eberron setting (but an avid D&D player for over 20 years), I have spent the last several weeks reading through the material to get a feel for it. Reading through these boards has also been a great help to me – the sheer number of good new ideas is dizzying. It is with that in mind that I post here today asking for wise counsel. I have been considering an alternate method to the standard RAW for enchanting weapons and armor. Now, let me first state that this method is not a replacement, but merely another way to do the same thing (not unlike the Artificer class, for example). In the upcoming Magic Item Compendium, a new type of item called an Augment Crystal is introduced (http://www.wizards.com/default.asp?x=dnd/ps/20070209a). In brief, these crystals allow a player to imbue weapons and armor items with additional magic effects. The key feature of these crystals is that they are interchangeable – they allow for weapons and armor to be more “customizable” than normal. Only a few examples are given in the preview article, but they do not appear to be completely identical to the weapon and armor special abilities listed in the DMG. My question is: What if they were…? What if these special abilities could be imbued into something like Augment Crystals and used to enhance the item on an “as needed” basis? Certain ‘constants’ would have to be observed: 1) Enhancement bonuses must remain bound to the item itself (since no special ability can be added to an item without it having at least a +1 enhancement bonus); 2) No (non-epic) weapon or armor can have more than a modified bonus of +10 (from any source); 3) The crystals would need to be eberron dragonshards (most likely greater ones) The advantages to being able to customize arms and armor are a given, but there need to be some drawbacks. Some initial ideas to maintain game balance: 1) The crystals could be vulnerable to individual targeting and sunder attempts; 2) The weapons and armor would have to be custom-made to hold the crystals; 3) The weapons and armor could only hold a set number of crystals (no more than 5 perhaps); 4) The crystals would be considered ‘high-risk’ items for theft, being both dragonshards and relatively easy to pocket or conceal. My initial feeling is that this idea would mesh with the mechanics and flavor of Eberron nicely. The crystals seem to be items that artificers could conceive of and would make; it seems to be a natural extension of their infusion abilities. The fact that dragonshards are used in almost every magic item fits perfectly with the concept as well… But am I thinking this through correctly? What are the practical problems with trying to implement this idea into an Eberron campaign (or any other, for that matter)? Is it balanced or totally broken as far as rules are concerned? I am open to any and all constructive debate on this. I would like to make this concept work, but not if it completely kills any hope of balanced playability for PCs and NPCs. Thanks in advance for your help! |
| Kreistor202-17-07, 03:11 AM | The primary problem is costing the items. One would presume the crystals would be linearly priced. The problem is that weapon enhancements are exponentially priced. The +9 to +10 enhancement costs 38000, but the +1 to +2 costs only 6000. Buying a +1 Crystal, however, would be a set price. Since treasure rewards are also exponential, the level at which a crystal could be purchased changes, with significant effects. Either they are too cheap and therefore the items overpowered, or they are too expensive and the PC's items are too weak. There is also a larger wealth issue. Normally, if a weapon becomes dated, the PC must sell it, typically at a 50% loss. With this style, the PC loses only 50% of the cost of the base weapon, and not the enhancements. This could result in overall higher PC wealth at higher levels. |
| Edymnion02-17-07, 02:24 PM | In the upcoming Magic Item Compendium, a new type of item called an Augment Crystal is introduced (http://www.wizards.com/default.asp?x=dnd/ps/20070209a). In brief, these crystals allow a player to imbue weapons and armor items with additional magic effects. The key feature of these crystals is that they are interchangeable – they allow for weapons and armor to be more “customizable” than normal.You know, you could have saved yourself a lot of typing by just being blunt. WotC officially wrote up how to do Materia in D&D. |
| Dalesman02-19-07, 11:56 AM | The primary problem is costing the items. One would presume the crystals would be linearly priced. The problem is that weapon enhancements are exponentially priced. The +9 to +10 enhancement costs 38000, but the +1 to +2 costs only 6000. Buying a +1 Crystal, however, would be a set price. Since treasure rewards are also exponential, the level at which a crystal could be purchased changes, with significant effects. Either they are too cheap and therefore the items overpowered, or they are too expensive and the PC's items are too weak. There is also a larger wealth issue. Normally, if a weapon becomes dated, the PC must sell it, typically at a 50% loss. With this style, the PC loses only 50% of the cost of the base weapon, and not the enhancements. This could result in overall higher PC wealth at higher levels. Cost is indeed one of my concerns, Kreistor2. I have not yet been able to resolve a pricing method that avoids being too cheap or too expensive. And I would rather not mess up the balance of wealth vs PC level, as I have seen how that can ruin a campaign very quickly. If the economic factors cannot be resolved, then the only other balanced option would be to make the crystals akin to warforged artifact components - items that could be occasionally found, but no longer made. That means having to find the base item as well as the crystals, which might make for an interesting campaign arc (if controlled carefully). Thank you for the reply! |
| Dalesman02-19-07, 12:16 PM | You know, you could have saved yourself a lot of typing by just being blunt. WotC officially wrote up how to do Materia in D&D. Greetings Edymnion! I did indeed take inspiration from my long-ago days of playing Final Fantasy. I wanted to use the concept as a seed, rather than try to directly transpose it to D&D. My apologies for being a bit 'long-winded' - I just wanted to get my thoughts down to see if they could stand up to scrutiny. I didn't mean to ramble on quite so much :) If I may ask - was WOTC's writeup done on the boards here, or published in Dragon Magazine? I remember the article on the 'Riding Birds', but nothing else. My memory's not as good as it once was, though... Thank you for the reply! |
| Edymnion02-19-07, 12:53 PM | If I may ask - was WOTC's writeup done on the boards here, or published in Dragon Magazine? I remember the article on the 'Riding Birds', but nothing else. My memory's not as good as it once was, though...Eh? Someone did an entire final fantasy setting sourcebook as a fan project a year or two ago, but you'd have to ask around the homebrew boards for a link to that one. The Chocobos were from Dragon magazine, and anything else along those lines would have been a web article/preview on the main WotC site. Aside from designers "gaining inspiration" from the boards (which seems to happen far more than anyone will admit to), you typically aren't going to find things in official sources that are put up on the boards first. |
| Dalesman02-19-07, 01:51 PM | Understood - thank you again for the information, Edymnion! |
| willywally02-25-07, 04:40 PM | one idea to fix the pricing problem would be making the items themselves cost more for each "slot". a one sloted weapon is cheap but a five slotted one will cost a kings ransom. |
| Edymnion02-26-07, 12:40 PM | Sounds good. And then instead of making one crystal super powerful and still take up only one slot, you say that it takes up multiple slots. Which would end up making it a lot like the 3.0 rules where everything was a plus value instead of a flat amount. You want to slot that item that makes whatever you put it in +5? Sure, it takes 5 slots, and guess what, it just so happens to cost just as much to buy a mundane 5 slotted item as it does to get a straight up +5 weapon to begin with! The benefit is that you can trade them out as needed for added flexibility, the drawback is that the slotted item is essentially just a mundane masterwork item until you load it up. |
| Kreistor202-26-07, 02:04 PM | To create quest opportunities, you can take something like vorpal and require it use five specific gems, which each on their own do nothing, but together make it vorpal. That retains the fluff of having five actual gem slots and not trying to force a single big gem into five holes. You could also make the gem slots all rectangular and stack in together. I guess that would solve the problem. It doesn't make for as elegant a weapon, but it does allow for the one big gem to fit easily in five slots. |
| Dalesman02-28-07, 11:52 AM | Willywally, Edymnion - That may very well save the idea and make it workable. It keeps with my intention to make this an alternate way to do things, rather than a replacement. Some questions for clarification: 1) If the ‘plus slots’ of the ability equal the number of item slots to be filled, then what would be the best way to handle abilities that have a monetary value only? Should they not be allowed in crystal form, or should the item have more than 5 slots on it to account for these? My first thought is to allow only abilities with a ‘plus’ value to be made into crystals, but I’m open to other ideas… 2) Edymnion – in your last post, you suggested that the item be only masterwork until it was ‘loaded up’ with crystals. Since magic weapons and armor must have at least a +1 enhancement bonus before any abilities can be added (at least in RAW), would that unbalance the slotted items too much? I ask because my initial idea was to keep the enhancement bonuses in the items rather than be allowed in crystal form. Kreistor2 – I like that. It makes sense that a set of crystals have to all be cut from the same eberron dragonshard to properly synergize. If they are separated, then it very easily becomes a quest to find the other crystals to produce the effect. Perhaps they can help locate each other in some way (I’m thinking like the pieces of the Rod of Seven Parts – you know a general direction and proximity, but nothing exact). Thanks again for the time and thoughts on this folks! |
| Edymnion02-28-07, 01:47 PM | Some questions for clarification: 1) If the ‘plus slots’ of the ability equal the number of item slots to be filled, then what would be the best way to handle abilities that have a monetary value only? Should they not be allowed in crystal form, or should the item have more than 5 slots on it to account for these? My first thought is to allow only abilities with a ‘plus’ value to be made into crystals, but I’m open to other ideas…I'd just use a direct comparison. If the ability has a straight gold cost of 2,000 gp, then it is equivolent to a +1 ability, and would take up one slot. Just take the price of the ability, and round it to it's nearest plus value price, and say it takes up that many slots. 2) Edymnion – in your last post, you suggested that the item be only masterwork until it was ‘loaded up’ with crystals. Since magic weapons and armor must have at least a +1 enhancement bonus before any abilities can be added (at least in RAW), would that unbalance the slotted items too much? I ask because my initial idea was to keep the enhancement bonuses in the items rather than be allowed in crystal form.It depends on if you want to keep the straight plusses in the weapon, or allow crystals to do that job. Obviously, this will also affect how many slots an item has as well. If you want to make the plus value intrinsic to the item, then it only gets 5 slots (so you could only get the +10 total). If you want the plusses to be in crystals, it would require a max of 10 slots. Saying that you need the item to be +1 first can easily be handled in the flavor text. Say that the non-plus abilities, like Flaming, do not come with their own "energy source". You can stick them in a weapon all day long, but they won't activate, because they've got no power. You then say that the straight plus crystals are the power crystals. They add more power to your swing, more power to your armor, and even one of them is enough to power any number of other crystals you socket into it. You could even describe nifty little grooves in the item that expand out from the main socket, and say that these grooves glow when another crystal is inserted, sort of like a flowing line of power thats going from the plus crystal to the Flaming crystal, which would then start to glow itself. 30% of normal magical weapons already shed light as a torch, you could go so far as to say that the crystals glow brightly enough to serve the same purpose at a 100% rate. Perhaps make the level of brightness correspond to how many crystals you're using. One glows, but doesn't provide usable light. Two could give you shadowy illumination for 5'. Three could give you useable light for 5' and shadowy for 5' on top of that, etc. The more power crystals you have, the more you light up like a freaking christmas tree. Kreistor2 – I like that. It makes sense that a set of crystals have to all be cut from the same eberron dragonshard to properly synergize. If they are separated, then it very easily becomes a quest to find the other crystals to produce the effect. Perhaps they can help locate each other in some way (I’m thinking like the pieces of the Rod of Seven Parts – you know a general direction and proximity, but nothing exact).Sounds good to me! If you go this route, add in that a powered crystal that is part of a set glows dimly, and will cause any other crystals that are part of the same set to dimly glow as well, even if they aren't socketed. That way, the crystals can also serve as detectors for the other members of the same set. |
| Dalesman02-28-07, 03:04 PM | I love the whole idea of the 'power crystal' - you just sold me on that! As far as locating other crystals in a set, I just thought of something to tie in with the dim glow. Assuming that you cut the crystals in a set from a greater shard, maybe the patterns flowing inside could be identical for all them. It would have no game effect other than being a clue that the crystals are 'in synch' with each other. Also, as more crystals in the set come together, the patterns in the crystals could become more complex - though that may be too close to dragonmark behavior to be a good effect... Thanks again! |
| Edymnion02-28-07, 07:32 PM | Just for the record, if anybody publishes this, I want a line on the credits page. :P |
| Dalesman02-28-07, 09:13 PM | Done and done, sirrah! :) |
| eRaz0r03-09-07, 07:05 PM | So basically this is like slots in Diablo II (or WoW's new Jewelcrafting profession) ? |
| Coldoneknight03-10-07, 01:09 PM | i really like this idea and great job coming up with it to its seems to be a mixing of FF7 materia with Ragnarok online's slotted wep. system where u can custimize ur wep depending on the cards or in this case crystals u put into it. again great job guys i think illl be using this soon |
| Edymnion03-10-07, 02:12 PM | So basically this is like slots in Diablo II (or WoW's new Jewelcrafting profession) ?Both of which took the idea from Final Fantasy 7. :P |